Level
2nd
Casting Time
1 Action
Range/Area
Touch
Components
S, M *
Duration
10 Minutes
School
Conjuration
Attack/Save
None
Damage/Effect
Blinded (...)

You raise the receptacle used in the casting of this spell and it fills with a non-harmful liquid of your choice. This can be alcohol, water or consistency unique to some magic potions. The liquid lasts for the duration of the spell or until someone drinks it, at which point it disappears entirely. This means that water made in this way cannot hydrate you, alcohol cannot intoxicate you and a potion does not give you magical effects. However, until the liquid is drunk, it appears real. 

When you cast this spell, you pick one of the following effects, someone who has drunk the liquid experiences the chosen effect for 10 minutes. Additionally, you can also designate a number of targets that you can see equal to your spellcasting ability modifier that are unaffected by this drink.

  • Drowsy. The drinker becomes sleepy and automatically fails any saving throw that would cause it to sleep. The target also has disadvantage on ability checks using Charisma.
  • Intoxicated. The drinker is poisoned.
  • Unaware. You can choose what the drinker hears provided that the auditory illusion is within 30 feet of them, the drinker is considered deafened to noise within 30 feet but not beyond that radius.
  • Impaired. You can choose what the drinker sees provided that the visual illusion is within 15 feet of them, the drinker is considered blinded to everything within 15 feet but not beyond that radius, unless the visual illusion blocks line of sight.
  • Aloof. All ability checks made to interact with the drinker socially have advantage.
* - (a receptacle that can hold liquid)

Available For: Bard (Legacy) Warlock (Legacy) Wizard (Legacy)

Nickybut

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