If a weapon can inject poison, why not alcohol?
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Intoxicating Price +1 bonus
Aura faint transmutation; CL 8th; Weight —
Three times per day, when the wielder of an intoxicating weapon makes a successful attack with this weapon, in addition to dealing the weapon’s normal damage, the wielder can make that enemy become drunk for 1d6 rounds. The target can attempt a DC 17 Fortitude saving throw each round to end this effect.
Construction Requirements Cost +1 bonus
Craft Magic Arms and Armor, spirit share
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