You target a creature you can see within range. During each of your turns, you can use a bonus action to force the creature to make a Constitution saving throw. A creature immune to poison automatically succeeds at this save. On a failed saving throw, the creature starts to become drunk. Each time the creature fails one of these saving throws their condition worsens as described below.
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First Failed Save: No effects.
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Second Failed Save: Creature becomes poisoned for the duration of the spell.
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Third Failed Save: Creature becomes poisoned for 10 minutes. As long as they remain poisoned, the creature must make an Acrobatics check (DC 13) at the start of each of their turns or whenever they are dealt damage or else fall prone.
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Fourth Failed Save: Creature becomes poisoned for 1 hour. The creature falls unconscious as long as they remain poisoned.
At Higher Levels: When you cast this spell using a spell slot of 4 level or higher, you may target an additional creature for each level higher than 3.
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