Friday 5 April 2013


How does alcohol affect the body? 


Remember Alcohol can be dangerous!!!!

Don't drive a horse or wagon or cast any spells while under influence!!!!!!

This system is created to make a reasonable real interaction with the normal intoxicating effects of alcoholical beverages. To know how much Alcohol points a character has consumed; see the Tables in What Can Be Bought. The system works with some formulas as follows;
Any race;                Con. + 15  (+ 10 / drinking skill) + Racial Adjustment = Drinking Level (DL) 
Total alcohol points drunk (ap)  = Alcohol level (AL) Round up
Additional Racial adjustments to alcohol (in-) tolerance on the Drinking Level are as given here or in the racial information.
Dwarves +5, +1 extra/ drinking skill,
Dragons +40,
Elves –5,
Faun, Orc +5,
Giant, Troll +25,
Ogre +10,
Fairies –5, they will get drunk easier but the intoxication will never increase beyond the state of drunk, how many they drink.
Pooka +8
*If AL = Higher then Constitution + racial adjustment then you’re under influence,
          Dex –2,                         Sight 50%,             
                Character Traits (as used in Gazetteer Northern Reaches) –1 if Lawful, -2 if Neutral, -3 if Chaotic             
          SV-1
          Must make Int. checks for any act of concentration (spell casting!!) or combat or fail it.
          Must make a Con.check for each drink or 5 ap consumed beyond AL, or become Drunk.
è*If fail then drunk for 4d4 hours,
          THAC0 - 4,                    Sight x ½,              
          Surprise + 2,                  
          Dex, Int, Wis, and Cha/Com –4  SV-2        AC-2        MV 2/3
          50% –5 % / Hour chance to exgurgitate all drinks and food eaten in the last 10 hours.    
                Must make a Con.check for every next drink consumed.
è*If fail then 1d6 hours        KO. + 1d10 + 9 hours deep sleep *
Direct after drunkenness     
Headache for 3d4 hours (no concentration, spellcasting Int. checks -8)
                THAC0 + 1,             Cha –1d3, Com –1d6

Alcohol Poisoning.

If total ap consumed is 3 times or more then DL, then alcohol poisoning comes into effect; this means no recovery from magical healing, KO for 4d4 hours, save vs. Poison every Hour KO adjusted by Constitution adjustments or die by heartfailure due alcohol poisoning in 1d3 Rounds. A Neutralize Poison will remove all alcohol Poisoning Effects only. Any exgurgitating will remove 25% ap. Only, and only once, but will not remove any drunkenness this way. Drinking during Pregnancy may cause the child Fetal Alcohol Syndrome, which could result in mental or physical deformed child, spontaneous abortion or even death due bloodloss.

Magic used with Alcohol (Poisoning).

Hedge wizard/Herbalist Brew; Hangover Remedy
Removes the after-effect of alcohol poisoning for 1d4 hours                                          10            sp 10 cn

Village Magic:        Wine Makes you Dizzy

Mage Enchantment spell lvl 1
Range:                    Touch
Duration:                4d4 turns
Effect:                    A bottle of wine
Save:                     none
Casting Time:        1
The magic-user enchants a bottle of any sort of wine (not spoiled or Vinigar. The wine turns a bit darker in color and the smell becomes richer. The enchantment on the wine lasts for 3 turns and people drinking from this bottle their Alcohol-level is reduced to zero, they become drunk and fall heavily asleep 6 rounds later (all actions till then penalized by 4) and sleep 4d4 hours unless awakened. Only living humanoid creatures with 4+1 HD or less is affected by this spell. There is enough of this enchanted wine to affect 2d4 victims. There will be no hangover effects of any kind. In fact they are refreshed as with a good sleep, whatever the current conditions.

Bugman’s Mug      

Mage Alteration spell lvl 1.
Range:                             Touch
Duration:                         1 Turn per level of the caster               (1 minute per level of the caster)
Area of Effect:                 1 mug of water
Saving Throw:                  None
Components:                   A pewter mug full of clear water. (+ a non-flowering Zzongha Root and Friendly Fungus Saliva)
Casting / Reading time:        4 (+1) / 5 (+2)
Bugman, a thoroughly loathsome looking Geonid mage with a heart of gold (literally), created this spell for a Dwarven friend who often visited. This spell alters normal water into a Magical potion that must be imbibed in the duration of this spell. The potion removes hangovers and other ill effects of inebriation and will negate any current state of drunkenness or intoxication. It is effective only against alcohol-based changes in the target’s physiology, thus being ineffective against drugged stupor’s and poisons. No other way to use this spell has yet been found. Maybe some other added components could remove any ingested poisons or drugs. It’s rumored a not-flowering Zzongha root together with Saliva from a well treated Friendly Fungus will suffice this, but this—by Alchemist of the GSM in 1011 AC—stated information could not be checked. (the altered statistics are in parentheses). Bugman created this spell in Rockhome in 945 AC

Protection From Intoxication

Mage Abjuration Spell lvl 2  
Range:                                  Touch
Duration:                               1 hour/level
Area of Effect:                       One person
Save:                                     None
Casting Time:                        1
Components;                         A drop of Alcohol
This spell causes the recipient to be immune to the effects of any kind of alcohol. It also grants immunity to the Seductress spell Kiss of Intoxication.

Detect Poison       

Range:                                    caster only              for Shaman only
Duration;                                2 Turns                   1 Turn
Casting Time ;                       2                            1
Effect:                                   30’ radius                 30’ radius
Save:                                    None                      None
Cleric 1, Healer 1, Exorcist 1, Humanoid Shaman 1, Druid 1, Dervish 1, Shaman 1 spell.
This spell will allow the caster to determine if poison is present or is being used within a 30’ radius, and where. I t will also reveal the type of poison,  and if the caster has an alchemy skill also its side-effects and what kind of antidote must be taken to reverse it malicious effects. This spell doesn’t protect against any poison, it only shows if one is existent in the area. Remember that a lot of Human product are actually poisonous, and so are a lot of products of other creatures. Dung for example is dangerous to inhale, and deadly to eat for humans, and sugar can kill if eaten more than one pound within an hour. The spell will also revel this is especially looking for it. Healers will be able to use this spell to determine what poison is used, and when they have a successful Alchemy or Apothecary skill they can sometimes make an Antidote. This spell will also reveal the DL and AL of a Character  when under Influence of Alcohol, and can be used to determine the Ap of a single Beverage (or food) each round.

Neutralize Poison 

Range:                                    Touch
Duration;                               Permanent             
Casting Time ;                       5
Effect:                                  A creature, container, or object.
Save:                                   None
Casting Time:                        4
Cleric 4, Healer 2, Exorcist, Humanoid Shaman, Druid, Dervish, Master, Shaman, Shamani 4, Shadow Elf Shaman 5, spell.
This spell will make poison harmless either in a creature, a container (such as a bottle), or one object (such as a chest). It will even revive a victim slain by poison if cast within 10 rounds of the poisoning (Note: many poisons have an incubation period longer than 10 rounds!!). The spell will affect any and all poisons present at the Time it is cast, but doesn’t cure any damage (and will thus not revive a poisoned victim who has died of wounds). A revived person will be as if the poisoning did not take place at all. A Neutralize Poison will remove all Alcohol Poisoning Effects only, not any other Alcohol effects.

Protection from Poison

Range:                              Touch
Duration;                          1 Turn per level of the caster
Casting Time:                   3
Effect:                              Gives one creature immunity to all poison.
Save:                               None
Casting Time:                   5
Cleric 5, Healer 3, Exorcist 5, Humanoid Shaman 3, Druid 2, Dervish 3, Shadow Elf Shaman 3, Shaman 3 spell.
For the duration of this spell, the recipient is completely immune to the effects of poisons of all types, including gas traps and Cloudkill spells. This protection extends to items carried (thus protecting food, water, potions, etc., against a Spirit’s poisonous presence, for example). Furthermore, the recipient gains a +4 bonus on saves vs. poisonous breath weapons (such as Green Dragon Breath), but not Petrification Breath (such as a Gorgon’s). The character will be thus Immune from Alcohol poisoning, but not from the other Alcohol effects.

Slow Poison                         

Range:                                 Touch
Duration;                             1 round (cumulative) per level of the caster
Casting Time ;                     3
Effect:                                  Character touched
Save:                                  None
Cleric 2, Healer 1, Exorcist 2, Humanoid Shaman 2, Druid 2, Dervish 2 spell.
This spell slows the effects of any poison for a limited Time. When the spell dissipates the victim suffers the poison’s full effect unless a Neutralize Poison spell is cast. The spell duration increases by 1 round cumulative per level of the caster. (level 1 = 1 round, level 2= 3 rounds, level 3 = 6 rounds , etc.). Even High level Paladins or Avengers can cast Slow poison.  Alcohol Effects will also be slowed by this spell taking full effect after the spell ends as the current AL. Thus the character can become Drunk instantly!!
(artist unknown)

Drinks (as seen from official D&D Products)
1gallon = 4 quart = 8 pints, 1 quart = 2 pints, 1 pint / mug = 4 gills or 16 oz. , 1 glass/ cup =  +/ - 1 gill or 4 oz.        
Small Keg                              1 gallon / 8 pints 
Large Keg                              2gallon / 16 quart
Average Barrel                       50 gallon / 400 pints
Bottlesize                                10-30 glass variable by drink
Italic=Magical Origin or Effect)
Item        Normal Drinking Amount AP Cost    Enc. (cn) Common Bottle
Ale / mead / grog, Local Pint 1 5 cp 8 not applied
Ale, Dwarven (Dark) Pint 1½  7 cp 8 not applied
Ale, Orcish Pint 2 1 sp 8 not applied
Aquavit, Other Glass 3 1 sp 3 x16
Aquavit, Ostlander Glass 5 3 sp 3 x14
Arkhi (Hobgoblandish fermented mushroom milk drink) Glass 4 4 sp 6 x10-20
Beer, Small, Light Pint ½   2 cp 8 not applied
Beer, Large, Light Quart 1 4 cp 16 not applied
Beer, Small, Normal  Pint 2 3 cp 8 not applied
Beer, Large, Normal  Quart 4 5 cp 16 not applied
Beer, Small, Dark Pint 2 4 cp 8 not applied
Beer, Large, Dark Quart 4 6 cp 16 not applied
Brandy,Thyatian Imperial   Glass 4 4 sp 4 x16
Brandy, Minrothadian Glass 4 3 sp 4 x16
Cider Mug 5 10 sp 5 x17
Coffee /  Cacao Cup 0 5 cp 5 not applied
Coffee, (Ilse of Dawn) Cup 3 15 sp 5 not applied
Ever-(Mead) Glass 5 5 sp 3 x16
Fruit juice, Fresh made  Glass 0.5 15 sp 4 not applied
0-15% If held in closed cool container for more than 1 year; vinegar,  x10
85-00% or a wine/cider like alcoholic drink x10
Mescal, Sindhi Glass 7 4 sp 3 x10
Mescal, Savage coast Glass 8 3 gp 3 x10
Milk, Any (stays good 4 Days) Quart 0 4 cp 40 x10
Ouzo, Redstone Glass 3 5 sp 3 x10
Ouzo, Ierendi Glass 7 10 sp 3 x15
Rum, Ethengarian Glass 5 4 sp 3 x10
Rum, Heldannic Glass 6 4 sp 3 x10
Rum, Light Glass 6 5 sp 3 x10
Rum, Dark Glass 7 7 sp 3 x10
Sake, Pearl Islands Glass 5 6 sp 3 x10
Sake, Alphatian Glass 5 8 sp 3 x10
Tequila, Savage coast Glass+ 1 lemon and salt 8 15 sp 4 x10
Tequila, Yazak - Orcish Glass+ 1 lemon and salt 8 5 sp 4 x10
Tequila, With Insect/Scorpion Glass+ 1 lemon and salt 7 25 sp 4 x17
Uisce, Glantrian Glass 5 3 sp 3 x14
Uisce, Other Glass 5 2 sp 3 x10
Vodka, Karameikan Glass 5 3 sp 3 x18
Vodka, Glantrian Glass 2 10 sp 3 x9.5
Whisky, Texeiran Glass 4 1 sp 3 x16
Whisky, other Glass 4 2 sp 3 x16
Wine,Elven White (exquisite taste) Glass 2 1 sp 5 x15
Wine, Other White Glass 1 8 cp 5 x15
Bellayne, Renardois, Karameikan Red   Glass 2 10 sp 5 x14
Wine, Thyatian red Glass 1 1 sp 5 x14
Wine, rare / old Glass 3 10-3000 sp 3 x14
Wine, other red Glass 1 cp 5 x15
Use for all Wines the following Effects; roll 1d30 if found. Apply effects to designated Wine above, or Vinegar below.
1 Excellent Wine Glass x 2 x 200 3 x10
2-3 Fair Wine Glass x 1..5 x 100 3 x10
4-8 Good Wine Glass x 1 x 50 3 x10
9-17 Normal Wine Glass x 1 x 1 3 x10
18-22 Bad Wine, sv poison or cramps 1d4 hr Glass x 1d6-1 x 0.4 3 x10
23-27 Very Bad Wine, sv poison or cramps 1d10 Days Glass x 2d6-2 x 0.1 3 x10
28-29 Vinegar Glass x 0 2-3 cp 3 x10
30 Spoiled, cramps 2d10 Days -1d4 hp, sv poison for ½  Glass x 0 free 3 x10
Vinegar Quart 0 2 cp 10 x10
Vinegar Quart 0 3 cp 10 x10
Vinegar, With inserted Herbs Quart 0 2 sp 10 x10
Thee Cup 0 2 sp 3 not applied
Thee, Herbal Cup 0 3 sp 3 not applied
Water, can be dirty, infected, diseased or downright awful Glass 0 free 3 variable
Water 1 barrel 30 quarts 0 65 cp 360 barrel
Yogurt, any, stays good 4days Pint 6 3 cp 25 x10
Well Known Magical Beverages
Feywine (Fairies only) Crystal glass 11 1500 sp x15
Origin of this drink is unknown, but seemingly all Fairies seem to use it regularly, 
especially Pooka’s and Fauns but also Centaurs buy it regularly from the Fauns who produce it.
The drink give a Bless effect equal to the Clerical Bless spell for as long as there the character is under influence. 
When becoming drunk, the penalties thus obtained, negate the Bless effect.
Mitaq, Elven Glass 10 25 sp 3 x14
Mitaq, Shadowelven Glass 11 125 sp 3 x14
Mitaq, Dwarven Glass 12 60 sp 3 x14
Mitaq, Draconic Glass 15 10.000 sp 3 x15
Any Mitaq is made with some blood of the species mentioned and therefor imbues the drinker with a magical dweomer, 
that—if detected—improves reactions with that race by 3, it also enables the drinker minute access to magical effect solely for that race.
Access to a Dwarven Forge, an Elven Tree of Life, a Draconic Circle or a Shadowelven Fungal Heart or similar locations
are only possible by at least an intake of 1 glass prior access.and under influence during access. 
Many magical effects can be granted to the drinker, but never they are more than a Magica Cantrip, or a defensive 1st level Clerical spell.
Trees blood Darokinian Brandy Glass 5 25-125 sp 10 x10
This heavy, strong smelled brandy is made from the sap of Alfheim Elven Home trees and could change the drinker to chaotic evil after prolonged usage,
 it  also causes a berserk rage when becoming Drunk and being agitated. Illegal in Glantri, Northern Reaches, Ethengar, Karameikos and Thyatis. 
Semi legal in Darokin and Minrothad due merchant value.
Zzongha, Alphatian Glass 2-3 50-200 sp 3 x5
Zzongha, Thyatian Glass 3 20-500 sp 3 x6
Zzongha is made from the fruits of a plant brought to this world and grown is secret specialized chambers by the Alphatians. The plant has a 
undistinguishable super-sweet taste and is very addictive. It causes lack in anything except Zzongha, and therefor loss of abilities after prolonged usage. 
The plant is illegal worldwide and penalties range from forced breaking down the habit to the death penalty 
(often it is seen as High Treason, by bringing this degenerative effect in the world.
Kol-Dahk, Kolland Glass 10-15 5-50 sp 3.3 x4
Kol-Dahk is a special dark red, bubbly watery liquid, often extra fermented, from the river water of the Kol-Dahk river in Lower Kol, it is not magical in it self 
but when boiled it  will create a 2000 cubic yards, filling the area up to 20 yard high, cloud of dark brown vapor per flask, which has the same intoxicating 
effect as drinking the liquid, when inhaled per minute (6 rounds). 
The cloud will evaporate 10 %  of its volume and effect per Hour cumulative (so  never longer than 4 hours) 
A  mask with special fungal herbs, created by the Kobolds of Kol, will prevent this for 1 hour 5 sp 25cn
Gyrian Sivler Cuckaroo Bowl (1.2 Quart)  9 5 cp 8 1 Amphora (x4)
This beverage is made from in spit fermented seeds, and will change the hair of the user into feathers. 
With each use about 2% of the existing hairs are changed. this change is not instant, but takes several hours (1d4+1). 
Any Dispel effect will reverse the affected individual, but when over 75% is changed, the festhers a\re permanent.


Magical Effects of Alcoholical Beverages.
Not to create an extensive list. I think for the following table will suffice.

Take a basic beverage from above to find approximate taste and use, Ap, and serving.
Choose a history;
Humanoid origins         Price x 1.5 to 3
Human origins               Price  x 2 to 5
Elven Origins                 Price x 3 to 15
Dwarven Origins           Price x 2 to 12
Fairy Origins                  Price x 0.2 to 15
Monster origins (Dragon, Beholder, etc.)  Price x 1.5 to 5
Non Prime Plane          Price x 3 to 20


Magical effect are mostly illusional, chance perceptions (can give Infravision, Second Sight, Detect Invisibility, Detect Good/ Evil or Alignment, detect original form, or siimilar) or mimic the low level spells like cantrips or first level spells.
Examples best used are;random levitation burbs, Flatulence Fog, Remove Fear, Berserk, Silence, Auro of Light, See into Nightmare Dimension, See into Ethereal Plane, See  into other Plane. Fairy beverages could even transport you to realms they harbor.

Use your imagination. Have fun. Alcoholic drinks (sometimes even foods) can bring some fun in the game, making it more real-like. It will also spur contact between the different cultures and races. But keep in mind Alcohol damages more than you want. in real life as in Phantasy. Aftereffects, addictions could haunt your character or its direct surroundings in a similar fashion as the real world.
The Autor of the Art is Unknown as written underneath it. The Original articles are from Dragon Magazine Volume 4 #3 Author unlisted, Dragon Magazine 163, Hedge Wizards by Greg Sharp for the spells, A Drink Table Game Workshop D&D Article (magazine unknown) Author?? Geheerentode??, and Further The Trail maps 1 and 2 of Mstara (the small tables on it), Inns and Taverns fro Best of Dragon volume 2 author Marc Carlson, and of course the Rules Cyclopedia, and Wizard's Spell comnpendiums.


Drinking  (based on Constitution)
T
his skill gives the character a talent for absorbing greater amounts of alcoholical beverages without being affected. Drinking is actually an Important skill of many creatures, like Centaurs, developed over many lean years when those who survived were those able to consume much while the edibles were there. A successful check in this skill enables the character to consume a much larger portion than normal. This may then mean that the character can go longer without adverse effects. When intoxicants such as alcohol are involved, a successful check means that the character with this skill gets a+10 bonus per skill used on his Drinking level. (thus if the character has 2 skillslots based on this skill he has a bonus of +20 for his drinking level limit).. The skill takes no time to use.


How are skills used.
E
ach general skill is based on one of the character’s abilities (Strength, Intelligence, Wisdom, Dexterity, Constitution and Charisma). To know the score of a single skill a character begins with roll 8+1d10, that was the score equal to that from the last teacher, if this is higher than the ability the character has, the score is derived from the used ability instead. For example a character has Intelligence 14, and has a knowledge skill learned from a teacher who had a score of 12 for that skill, then the character will also have only a 12 on that skill. But if the teacher had a 15, his skill score would be 14 basically, his own limit.

W
henever a character’s skill is appropriate to the current situation, the player rolls a 1d20 against his current score with the ability. If the roll on the 1d20 is equal or less than the ability score, the skill use succeeds. A roll of 20 always fails, no matter how high the chance for success. For example, if the character is riding a horse and the horse is suddenly spooked and begins rearing. The character’s player than rolls 1d20 against his skill score. If the character’s skill ability is a 15, the player has only to roll a 15 or less to successfully use the skill. This roll is called a “skill roll” or “skill check”. A successful check means the character succeeds in the task he was attempting. If a character is trying to track an animal through the forest, and he successfully makes his tracking skill check, then he is able to follow the tracks of his prey. Of course, to use a Skill, the character must have any tools and materials needed to do the job.  A carpenter can do very little without his tools, and a smith is virtually helpless without a good forge. The character must also have enough time to do the job. Certainly, carpentry Skill enables your character to build a house, but not in a single day. Some Skill descriptions state how much time is required for certain jobs. Most, however, are left to the DM's judgment.

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