Compel creatures towards you with an intoxicating wind that makes them Drunk. Each creature in a 15-foot cone originating from you must make a Constitution saving throw. On a failed save, a creature takes 1d8 poison damage, is pulled 5 feet towards you and becomes Djinni-Drunk for up to 1 minute. On a successful save, the creature takes one quarter as much damage, isn't pulled and doesn't become drunk.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.
Condition: Djinni-Drunk. A Djinni-drunk creature has disadvantage on Dexterity and Charisma ability checks and saving throws. Moreover, the drunk creature is immune to Frightened condition. At the end of the drunk creature's turn, the creature makes a Constitution check against your spell save DC to clear its head and end drunkenness.
Magically intoxicated, the creature stumbles through dulled reflexes and a fading sense of self, untouched by fear.
* - (a drop of alcohol, unless the caster is a Djinni)Previous Versions
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