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Alcohol Arcana

February 18th, 2015

Joshua Zaback

Obscure Arcana Archive

                Alcohol Week rolls on today with these new spells, which were crafted with love and with the drinker in mind, much like my favorite beer. These new magical tools will offer mages a chance to embrace their inner drinker, using magic to ignore the negative effects of alcohol, or to become lucky while in the grips of the drink, and even to pulverize their foes with a mighty spell you have to be black-out drunk to cast!

 

CLEAR MIND
School abjuration; Level bard 0, cleric/oracle 0, druid 0, inquisitor 0, magus 0, shaman 0, sorcerer/wizard 0, summoner 0, witch 0
Casting Time 1 standard action
Components V, S, M/DF (a drop of clean water)
Range touch
Target one living creature
Duration 1 minute or 1 round/3 levels, see text
Saving Throw Fortitude negates (harmless); Spell Resistance yes (harmless)

                You clear the target’s mind, lifting the fog of drink and the veil of confusion and disorientation. When you cast this spell, you allow the target to ignore all negative effects as a result of drinking alcohol (not including magical or supernatural alcohol, or poison which was consumed with, but which was separate from, the alcohol), including gaining the sickened condition, for 1 minute. The spell’s power also affects the target’s mind, effectively surpassing the confused condition for a number of rounds equal to 1 + 1 per 5 levels (maximum 3 rounds at 10th level). Finally, this spell also suppresses any beneficial effects of alcohol, including those gained by characters who gain bonuses specifically from taking a drink, for 1 round per 3 levels (maximum 3 rounds at 9th level).

 

DRUNKEN LUCK
School enchantment; Level alchemist 1, bard 1, bloodrager 1, cleric/oracle 1, druid 1, inquisitor 1, magus 1, shaman 1, sorcerer/wizard 1, summoner 1, witch 1
Casting Time 1 standard action
Components V, S, M/DF (a drop of 80-proof whiskey)
Range touch
Target one living creature
Duration 1 hour/level, or until sober
Saving Throw Will negates (harmless); Spell Resistance yes (harmless)

                The spell embraces the alcohol in the target’s veins, warping his mental state and allowing him to subconsciously embrace all the good around him while ignoring the bad, translating into incredible good fortune. The target gains no benefit from this spell unless he has consumed enough alcohol to gain the sickened condition. The benefits of this spell last until the spell’s duration expires, or until the target is no longer sickened, whichever comes first. While under the effects of the spell, the target treats all single dice rolls as though the result were up to 2 higher than the number actually rolled, before modifiers are applied (thus if the target is wielding a scimitar and rolls a 1 on an attack roll, that roll is treated as a 3 and is not treated as a critical failure, while a roll of 16 would be treated as 18 and would be a critical threat). This cannot have the effect of increasing the result to an amount greater than the maximum amount the dice could offer (for example, a roll of 7 on a d8 would become an 8, not 9). If you would roll multiple dice in this way, such as when casting a fireball spell or attacking with a greatsword, you may choose which dice to apply the effect to, but may only improve one dice with this spell.

 

SPIRIT FLAME
School evocation; Level sorcerer/wizard 8
Casting Time 1 standard action
Components V, S, M (a bottle of spirits costing at least 5 gp)
Range 0 ft.
Effect 60-ft. cone
Duration instantaneous
Saving Throw Reflex partial; Spell Resistance yes

                You drink an entire bottle of strong spirits and then, in a drunken revel, breathe forth a raging torrent of supernaturally hot fire in a 60-foot cone. This spell is nearly impossible to aim, and when you cast it, you must roll 1d8 to determine which direction the cone goes. All characters in the area suffer 2d6 points of damage per caster level, with a successful Reflex save reducing the damage by half. Once this spell is cast, you become drunk (gaining the sickened condition) for 1d4+1 hours.