You drink 3 flasks of ale or whisky and become drunk, but so charismatic that others around you get the urge to dance.
All creatures that can see you (plus creatures you encounter while drunk) must succeed an intelligence saving throw = your Save DC or they are charmed by you and begin dancing. A charmed enemy cannot attack you or target you with harmful abilities or magical effects. Dancing has no effect on their actions or abilities.
For 1 hour you get advantage on Charisma & Wisdom Ability Checks and Saving Throws, and Disadvantage on Dexterity and Strength Ability Checks & Saving Throws. You cannot be Charmed or Frightened.
After 1 hour the Charm effect wears off and you take 1 point of exhaustion to nurse your hangover.
* - (3 flasks of ale or other alcohol consumed by the spell)Previous Versions
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2/23/2019 7:34:36 AM
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Coming Soon
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