As cast, the character transforms a container of fluid, ranging from single serving (8 oz.) to a quart (4 servings), into a cursed healing elixir. As an action, a creature can drink the elixir or administer it to another creature. The imbiber regains 2d4 + Casting Level hit points
In addition, the number of healing doses is limited to the total rolled value of healing divided by the number of servings in the container to a minimum of 2 points for each serving. Each serving beyond the last serving with a minimum of 2 points of healing curses the imbiber. A cursed imbiber must make a Constitution saving throw versus the caster's DC. On success, the elixir causes the creature to suffer disadvantage on their next ability check. On failure, the target has disadvantage ability checks for a random ability for ten minutes. Each additional dose consumed extends the curse for that many additional ten minute increments after the first. The total number of cursed doses will not exceed the number of healing doses.
If cast as a ritual, up to a gallon (16 servings) can be transformed with the same limitations as set forth above. The elixir retains its potency for the duration or until it is consumed.
For example,
A pint of beer is transformed into a cursed healing elixir. The roll provides for 7 hit points of healing (2D4+Casting Level). A pint includes two servings so therefore each serving provides for 3 points of healing (7/2 rounded down). A gallon of beer is transformed into a cursed healing elixir. The roll provides for 7 hit points of healing (2D4+Casting Level). A gallon includes 16 servings so therefore the first 3 servings provide 2 points of healing. An additional 3 servings curses the imbibers. Which doses carry the curse is randomly determined.
Regardless of its healing or cursed properties, the imbiber has a sudden flush of confidence.
At the end of the spell's duration, the elixir loses all potency as either a healing elixir or a cursed elixir.
* - (Any container of fluid.)
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