A stream of ice-cold ale blasts from your outstretched hands toward a creature or object within range. Make a ranged spell attack against the target. On a hit, it takes 1d8 cold damage and it must make a successful Constitution saving throw or be poisoned until the end of its next turn.
A targeted creature has disadvantage on the saving throw if it has drunk any alcohol within the last hour.
The damage increases when you reach higher levels: 2d8at 5th level, 3d8 at 11th level, and 4d8 at 17th level
You imbue the water used as a material component with the same properties as a magic potion you are holding. The slot level used determines how powerful a potion you can duplicate. You can only duplicate a potion created through physical means: alchemical process, fermentation, decoction, etc. You cannot, for example, duplicate a duplicated potion. Among this book appendices, you will find a list of the most common alchemical potions. When the spell ends, if the duplicated potion has not been consumed, it evaporates.
This spell shows the direction toward the nearest creature susceptible of helping you. For the duration of the spell, an inner compass points you to the closest creature that meets the following requirements: Its Intelligence score is at least 6. It is located within 3 miles of you. Its interests match yours, it has ideals in common with you, it is attracted to you, it is well-disposed toward what you represent, or has any other reason to appreciate you. The spell does not charm the creature in question, it simply directs you toward someone who will feel inclined to help you. You do not know this creature or have no knowledge of its presence. For example, if an old friend of yours is located in the same town as you unbeknownst to you, the spell may point to this friend. The spell only shows the direction toward the creature, without providing any indication of the distance that separates you from it, its identity, or the reason for its helpfulness. If another creature matching the conditions detailed above gets closer to you than the initial one, the spell immediately switches to the closer creature. As soon as you get within 10 feet of a creature matching the requirements, the spell ends.