You touch a cup of wine and steep it with subtle enchantment, turning it into truthwine. The brew looks, smells, and tastes like ordinary wine, though it carries a faint, pleasant warmth. A creature that detects magic can see a dim violet aura around the drink. The truthwine loses its potency if it isn't drunk before the spell ends.
A creature that drinks the truthwine must make a Wisdom saving throw. A creature that knows it is drinking truthwine has advantage on the save. On a failed save, for the next hour the creature becomes relaxed, chatty, and candid:
- It can't speak a deliberate lie, and it is inclined to answer questions put to it rather than stay silent.
- It has disadvantage on Charisma (Deception) checks, and creatures have advantage on Wisdom (Insight) checks made to read its intentions.
- It readily volunteers opinions, gossip, and minor secrets, though it can still refuse to reveal something it considers truly dangerous or deeply personal by succeeding on another Wisdom saving throw.
The creature remains unaware that it was influenced by magic unless it succeeds on the initial saving throw. On a successful save, the creature feels only a pleasant warmth, and it knows that the drink was tampered with if it succeeded by 5 or more. The effect ends early if the creature takes damage.
Using a Higher-Level Spell Slot. When you cast this spell using a spell slot of 3rd level or higher, you can enchant one additional cup of wine for each slot level above 2nd.
* - (a cup of wine and a single drop of honey, which the spell consumes)
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