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    Spells of Inebriation

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    The Sages Must Be Crazy:Spells of Inebriation

    Authors and Designers

    Christopher Baldi

    Carol Baldi

    Editor

    Carol Baldi

    Artists

    Free Public Domain Source - we thank the artists for posting their

    art for use

    Healing Fireball Publication

    www.HealingFireball.com

    Open Game ContentAll the game statistics and the description section are open game content.

    All the histories, as well as the flavor text at the beginning of the chapters, the art, the

    front and back covers and the introduction are not open game content.

    Copyright Information

    The Sages Must Be Crazy: Spells of Inebriation Copyright 2009 Healing Fireball

    Publications all rights reserved. The Sages Must Be Crazy logo Copyright 2008Healing Fireball Publications all rights reserved. Healing Fireball logo is Copyright

    2007 Healing Fireball Publications all rights reserved

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    Introduction

    The Sages Must be Crazy is a series of treatises written by the noted humorless mageEbenezer The Dry Killjoy about the dangers of what he calls the abuses and excessesof magic in its use as part of an unwholesome diversion. Specifically, what Ebenezer is

    referring to is the magic of tricksters and jesters as well as its use to produce frivolous or

    what he calls unwholesome effects. We here at Healing Fireball Publications do not

    share Ebenezers point of view. However, we do publish his treatises mainly becausethey are well-designed, possibly contain useful information, and, frankly, we often find

    the spells and items he describes fascinating and wish to see knowledge of them

    disseminated.

    So, once again, I find myself in the possession of one of Ebenezer The Dry Killjoys

    rants about the abuses of magic. This time it is about the spells crafted by mages wholove their wineskin more than their spell book and clerics who tend the churches of the

    goddess of alcohol. Thats right, gentle reader - this ones a rant about alcohol-based

    spells. I know what youre thinking, and I agree, it sounds like a party. So lets see what

    ol Ebenezer has brought us this time.

    ~The Healer~

    ~Healing Fireball Publications~

    Welcome once again, young Scholar to my second treatise involving the horrible abusesof magic perpetrated by the less-than-disciplined mind. Since my last treatise on thissubject, I have found an even worse abuse of magic than that perpetrated by the so-calledtrickster. The heinous, uncivilized ways in which those who worship drink practice theart could barely be called reverent, with their drunken revelry and beer-soakedceremonies. Even worse is the perversion that has been perpetrated by those who wouldstudy magecraft while deep in their cup. If you, my young scholar, have not encounteredthose of which I speak, consider yourself fortunate for their frivolity and celebratoryattitude often leads those they encounter to a bad end as they wake up the next morning ina barn covered in feathers and with a blinding headache, only to find their new friend hasleft and the town constable wants a word with them. For this reason, I have dedicatedthis work to exposing the techniques of these undisciplined, rowdy louts.

    Ebenezer Killjoy

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    Designers NotesSeveral years ago I played in a light-hearted game that was called For the Love of

    Drink. The premise was that, instead of being shining examples of heroism, we insteadall played drunkards, alcoholics and rowdy louts. While I enjoyed playing my jolly,

    rotund cleric of the god of celebration and drinking, the other spell casters in the groupand I felt that we could further enhance the feel of the game by creating some unique

    spells based around the adventures theme. Our game master agreed with our suggestionand so we began the creation of several alcohol and drinking-based spells for this game.This led to some interesting effects and made the game truly memorable and fun.

    That is where it would have stayed - as just a fond memory of an old game. That is until

    recently, when clearing out some old papers that built up on my shelves I discovered thenotes we had made when designing these spells. Looking through the papers, these spells

    once again piqued my interest. And with St. Patricks Day coming up, I thought, What

    better time to update these spells and convert them to the 3.5 rules? So pour yourself a

    green ale, take a second to remember the patron saint of Ireland, and settle in to our latestlighter-side-of-gaming product, Spells of Inebriation.

    On a Serious NoteMost of this product is intended to be taken with a grain of salt. The goal of all the

    products in the Sages Must Be Crazy line is to explore the lighter side of gaming and

    present some light hearted and sometimes silly spells and items to add to your game. Ihave attempted to balance the spells in this product to work well in most settings,

    although the spells do fit best in a low-level, low-power setting, especially a

    swashbuckling or anti-hero setting, like the one they were originally designed for.

    To provide further clarification on the spells in this book, as well as provide some ideason how to use them, I have included a Notes section with each spell that contains someadditional facts and some of my thinking when I updated them. I hope you find this

    information useful and enjoy Spells of Inebriation.

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    The Spells of InebriationTo help you identify and thus avoid those that would abuse the mystic arts, by pervertingthem with strong drink, I have gathered below several of the most common spells utilizedby these rowdy drunkards. At first glance, these spells may appear innocent, but trust

    me, their users leave nothing but chaos in their wake.

    Create (Fermented Drink)Conjuration (Creation)

    Level: Clr 0 Pal 1

    Components: V, S

    Casting Time: 1 Standard ActionRange: Close (25 ft. + 5 ft./2 levels)

    Target: Container

    Effect: Create up to 1 Gallon of

    Specific Alcohol/level

    Duration: Instantaneous

    Saving Throw: None

    Spell Resistance: No

    Description: This is not an individual

    spell but instead a group of spells(Create Ale, Create Wine, Create Cider,

    Create Mead) that all have a similar

    function - the creation of a fermented,

    non-distilled alcohol. The alcohol canbe created an as small a container as is

    available to hold it or it can take up an

    area three times as large, filling manysmall containers or possibly causing

    alcohol to rain down. The created

    alcohol is not aged and tastes as iffreshly made.

    History: This family of spells wascreated by many clerics of various faiths,

    from those that worship god of vines to

    the followers of the hive queen. Over

    time, the various spells have beenworked and refined until today, when

    they can be found in the repertoire of

    many clerics across many realms whouse them to create libation and goodwill

    wherever they go.

    Notes: Simple fermented drinks still

    have a high water content in relation to

    the concentration of alcohol, so whilethis spell can be used to create

    flammable areas soaked with the

    alcohol, they can only be lit by an open

    flame. Additionally, containers filledwith the liquid are too watery to be

    ignited.

    Prevent HangoverConjuration (Healing)

    Level: Clr 0 Pal 1

    Components: V, S, M

    Casting Time: 1 Standard ActionRange: Touch

    Target: Person Touched

    Effect: Person touched is immune to the

    effects of a hangover for 12 hours

    Duration: 12 Hours

    Saving Throw: Will Negates(Harmless)

    Spell Resistance: Yes (Harmless)

    Description: This spell prevents thepainful headache, slight nausea and dry

    mouth, better known as a hangover, that

    is suffered the day after a drinking binge.The spell also gives the effected person

    resistance to theNauseatedeffect of any

    poison. In order for a hangover or

    nausea to be prevented, the alcohol orpoison must be imbibed while the spell

    is in effect.

    Material Component: Powdered

    Willow Bark

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    History: The most sacred spell of thefollowers of The Drunken God. Their

    clerics often start their day by casting

    this spell on themselves to prepare formorning services. This spell has also

    become the most profitable spell of TheDrunken Gods followers, being soldby clerics at taverns throughout the land.

    Notes: This spell is primarily used for

    flavor. However, at low levels itsprotection from nausea and the hangover

    spell presented later could be useful to a

    thief or spellcaster. The reason for thematerial component is that willow bark

    contains natural aspirin and was used

    historically as a headache remedy.

    Bless AleTransmutation [Good]

    Level: Clr 1 Pal 1

    Components: V, S, M

    Casting Time: 1 Minute

    Range: Touch

    Target: 1 pint of ale

    Effect: Turns 1 pint of ale into HolyAle

    Duration: InstantaneousSaving Throw: Will Negates (Object)

    Spell Resistance: Yes(Object)Description: Infuses 1 pint (flask) ofale with positive energy, turning it into

    Holy Ale. Holy Ale works exactly the

    same as Holy Water except that its

    natural alcohol content makes itflammable and allows it to be lit with a

    torch or flame.

    Material Component: Powdered Silver

    (10 gp. Worth) and a hop

    History: Created by the clerics of The

    Drunken God so that they may better

    worship him with a lubrication that

    befits his majesty. Great barrels of

    Holy Ale are left at the door of theirtemples so that the celebrants may fill

    their mugs as they enter.

    Notes: This spell is a simple variation

    onBless Waterthat creates a holy liquidthat is more suitable for use by clericswho worship a god of drink, celebration

    or joy. As a side note, we would often

    use the Holy Ales flammability to our

    advantage, soaking down the undeadwith damaging Holy Ale and then

    lighting it a few rounds later when the

    undead had been weakened by the holydamage.

    HangoverEnchantment (Compulsion)

    Level: Brd 1 Sor/Wiz 1

    Components: V, S, M

    Casting Time: 1 Standard Action

    Range: Close (25 ft. + 5 ft./2 levels)

    Target: 1 Person

    Effect: Gives one person a hangover

    Duration: 2 rounds/level

    Saving Throw: Fortitude Negates

    Spell Resistance: Yes

    Description: The target of this spelldevelops a severe hangover - splitting

    headache, nausea and a dry mouth. This

    state is very distracting and gives theeffected person a -1 on his attack rolls

    and will saving throws. Additionally,

    any skill that requires concentration(Disable Device, Sleight of Hand, Open

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    Lock, Balance) has a -2 penalty andspellcasters must succeed at a

    concentration check (DC=10 + Spell

    Level) to cast any spell.

    Material Component: A shot of strongspirits downed by the caster during thespell

    History: Created by a mage called

    Bartold The Pickled when he noticedhow hard it was for him to study his

    spell book the morning after a bender.

    After some experimentation on a ratherunlucky group of bar patrons, Bartold

    found that he could reliably reproduce

    the feeling of a hangover. Since hisdiscovery, Bartold has put this spell to

    good use, using it in combat to distract

    spellcasters and thieves.

    Notes: This is a simple spell designed

    for low-level casters to use as a

    distraction to allow their warriors toclose. We have found that this spell is

    extremely handy when confrontingmagic-heavy enemies at low levels as it

    allows a chance of spell failure every

    time the target tries to cast. Due to theirhigh fortitude, this spell was found to be

    less useful on fighters.

    Beer MusclesTransmutationLevel: Clr 2 Pal 2 Sor/Wiz 2

    Components: V, S, M

    Casting Time: 1 Standard Action

    Range: Close (25 ft.)Target: Creature Drinking Alcohol

    Effect: Drinker Sprouts Extra Muscle

    but Loses Rational Thought

    Duration: 1 min/2 levels

    Saving Throw: Will Negates

    (Harmless)

    Spell Resistance: Yes(Harmless)Description: Beer can make you feel

    stronger and believe youre tougher.

    This spell is designed to make thosebeliefs come true. The target of this

    spell must down a mug of alcohol as the

    caster casts the spell. When the spell iscomplete, the drinker sprouts large bulky

    muscles in an almost comical form.

    These muscles give the effected personadded toughness in the form of 10 bonus

    HP and +8 to strength. His reasoning is

    slightly impaired by the rush: 2

    intelligence and wisdom for the duration.

    Material Component: A Mug of Ale

    (Consumed by Target)

    History: Created by Bartold The

    Pickled to help his friend, a warriorwhose strength had gone into his cup.

    This spell helped invigorate the old

    soldier and made him feel young again.Since its creation it has been adopted as

    a defensive spell by the clerics of The

    Drunken God who use it to aid in theircrusade to break up bar fights and anyother disturbances that kill the

    celebratory mood.

    Notes: Yes this spell is very much

    flavor in that most casters could cast

    Bulls Strength and get a +4 bonus

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    without the drawback. However, the hitpoint this spell gives you can come in

    handy and make up for the side effects.

    Buzzed (Blessing of the Drunken

    God)Enchantment (Compulsion)[Mind-Effecting]Level: Brd 2Clr 2 Pal 2

    Components: V, S, M

    Casting Time: 1 Standard ActionRange: 20 ft.

    Area: Everyone within a 20 ft. radius ofthe caster. Burst, centered on the caster

    Effect: Everyone affected has their

    attitude move 1 step toward friendly.

    Duration: 1d4 HoursSaving Throw: Will Negates

    Spell Resistance: Yes

    Description: This spell gives everyone

    within a 20-foot radius the head rush and

    favorable sensations of having gotten alittle drunk. In game terms, everyones

    attitude moves 1 step toward friendly to

    all the people around them.

    Material Component: A glass of wineheld up in a toast as the spell is cast anddrunk at its completion.

    History: In small doses, alcohol is astimulant that relaxes and calms those

    who drink it. This fact is one of the key

    tenants of the faith of The Drunken

    God. It is so crucial, in fact, that theyoften begin their masses by casting this

    spell to put all the followers in the right

    frame of mind. Often referred to as theBlessing of the Drunken God, many

    of his faithful clerics favor this spell

    over the more traditionalBless spell.

    Notes: This spell may seem rather

    useless on the surface as it only

    improves the groups attitude by one

    step and it is not even an effect directedat the caster specifically, but instead a

    feeling of relaxation that overtakes the

    whole group. But if you look a littledeeper you will realize that this spell can

    be very handy when trying to stop a barbrawl or to get two sides to sit down at anegotiation table. The spell is also

    handy when haggling over price or

    trying to bluff your way past a guard.

    Loose LipsEnchantment (Compulsion) [Mind-

    Effecting]

    Level: Brd 2 Sor/Wiz 2

    Components: V, S, M

    Casting Time: 1 Standard ActionRange: Touch

    Target: Person Touched

    Effect: Effected Person Loses His InnerMonolog

    Duration: 1 min/level

    Saving Throw: Will Negates

    Spell Resistance: YesDescription: The spell causes the

    person to lose his inner monologue. In

    game terms, this forces a person to saywhatever he is thinking out loud. The

    effected person must answer anyquestion asked of him, since it is hard

    not to think of anything while questions

    are being fired. This spell, however,does not force the compelled person to

    answer truthfully or even to answer the

    question in the first place.

    Material Component: A shot of strong

    spirits downed by the caster during thespell

    History: This spell was created by the

    infamous bard and spy, Ghino Buso,who had often used alcohol to loosen the

    tongues of his targets. He found that thismethod worked well but was a bit on the

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    slow side and ended up costing him a lotof money. So he designed this spell to

    produce the same effect but without

    costing him a days wage.

    Notes: This spell was designed to aidour not-particularly-intimidating groupin gathering information and

    interrogating people. While it is true

    that the spell does not compel the person

    to tell the truth, combining it with aZone

    of Truth spell can make it a powerful

    tool for information gathering. Note that

    the Mind Blankspell, as well as anyother spell that prevents mind-effecting

    or compulsion spells, prevents this

    spells effect.

    Create (Spirits)Conjuration (Creation)

    Level: Clr 3 Pal 4

    Components: V, S

    Casting Time: 1 Standard Action

    Range: Close (25 ft. + 5 ft./2 levels)

    Target: Container

    Effect: Create up to 1 Gallon of

    Specific Alcohol/level

    Duration: InstantaneousSaving Throw: None

    Spell Resistance: No

    Description: This is not an individualspell but instead a group of spells

    (Create Rum, Create Brandy, Create

    Whiskey, Create Gin) that all have a

    similar function - the creation of thestronger fermented and distilled hard

    alcohols. The alcohol can be created in

    as small a container as is available tohold it or it can take up an area three

    times as large. filling many small

    containers or possibly causing alcohol torain down. The created alcohol is not

    aged and tastes as if freshly made.

    History: Similar to the creation spellsof the Create Fermented Drink family

    above, no one clerical group was

    responsible for the creation of themyriad of different create spirit spells

    found today. But one thing is sure - thisspell has found a home both at sea,where the Create Rum spell is very

    popular, and with adventuring clerics

    who use it to take the edge off at the end

    of the day.

    Notes: Since distilled alcohol has a

    higher concentration of alcohol to waterthan simple fermented drinks, this spell

    can be used to create flammable areas

    soaked with the liquid that can be lit by aspark such as from a flint and steel. In

    addition, containers full of spirits have a

    high alcohol concentration and are thus

    susceptible to ignition.

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    Age AlcoholTransmutation

    Level: Clr 3 Pal 3 Sor/Wiz 3

    Components: V, S, M

    Casting Time: 1 Minute

    Range: TouchTarget: 1 bottle of alcohol

    Effect: Ages a bottle of alcohol to

    perfection

    Duration: Instantaneous

    Saving Throw: Will Negates (Object)

    Spell Resistance: Yes(Object)Description: The caster infuses the

    bottle of alcohol with the energy of time.

    This rapidly ages the contents of the

    bottle until they reach their peak vintage.Alcohol aged this way has a full body

    and aroma but may be missing some of

    the subtle tones that natural barrel agingmight impart.

    Material Component: A pinch of dustfrom a wine cellar or a silver of wood

    from a barrel used to age alcohol.

    History: When a fire ripped through the

    aging cellars of Patrick Priory the monksfeared it would be there ruin as the

    monasterys only source of income wasthe sale of brandy. Their fear, however,

    was lifted when their prayers were

    answered with the secret of this spell.The monks were able to continue selling

    their brandy and raise the money to

    repair their cellar.

    Notes: OK, so this spell is just for

    flavor. However, in the game where itwas invented we used this spell quite abit to save some money buying cheap

    wine and aging it or helping out a

    barkeep who accidentally destroyed theaged brandy he was holding for an

    influential client. There are twocommon questions asked about this spell

    are, why is it a level three spell and whatare the possible missing tastes

    mentioned in the spell description? The

    spell is third level because players coulduse it to make money hand over fist

    selling cheap wine they aged. As for themissing tastes in the artificial agedalcohol, this is quite subtle so only the

    most experienced connoisseur should be

    able to tell the difference. It is mainly

    intended to be used as a plot point.

    InebriateEnchantment (Compulsion)Level: Brd 4Clr 3 Pal 3 Sor/Wiz 3

    Components: V, S, M

    Casting Time: 1 Standard ActionRange: Touch

    Target: Person Touched

    Effect: The Person Touched BecomesInebriated

    Duration: 1 Min/2 levels

    Saving Throw: Will Negates

    Spell Resistance: Yes

    Description: This spell causes the

    target to become heavily inebriated (-2

    Dex and Int, -4 Wis, +2 Con, +4 Cha)as if he had engaged in a night of

    drinking.

    Material Component: A mug of ale

    downed by the caster during the casting

    History: Created by the enchanter Kurt

    Mauser so he could get even with acollege who accused him of always

    being drunk when it counted. After

    several weeks of study he found that hecould induce a severely intoxicated stateeven in someone who had not had a drop

    of alcohol. He then cast the spell on the

    college right before he was to addressthe mages council.

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    Notes: Again this spell is designedmore for flavor than practicality. While

    getting a thief or spellcaster drunk with

    this spell might make her less efficient incombat, its main use was to create

    embarrassing situations by getting atarget drunk before an important meetingor during negotiations. Furthermore, it

    is important to note that the status effects

    in brackets are just our interpretation of

    severe intoxication. There are manysystems out there for dealing with

    drunkenness and a game master should

    feel free to substitute the acceptedeffects of being drunk in his game for

    those listed in the description.

    HammeredEnchantment (Compulsion)Level: Brd 4Clr 4 Pal 4 Sor/Wiz 4

    Components: V, S, M

    Casting Time: 1 Standard ActionRange: Touch

    Target: Person Touched

    Effect: The Person Touched Becomes

    Falling Over Drunk

    Duration: 1 round/2 levels

    Saving Throw: Fortitude NegatesSpell Resistance: Yes

    Description: The target becomes so

    drunk he is in a stupor and must make a

    Reflex save (DC = 15) every round towalk. The victim cannot cast spells in

    this condition and, due to lack of

    coordination, attacks are made at -8 andcan only be made on rounds where the

    Reflex save was a success. Thinking ishazy and requires a concentration check(DC=10) to speak in coherent sentences.

    This skill prevents the use of any

    dexterity-based skills and adds a -10 to

    all intelligence or wisdom-based skills.

    Material Component: A shot of pure

    grain alcohol downed by the caster tostart the spell

    History: The most powerfully offensivespell given to the clerics of The

    Drunken God, Smashed has been used

    to defend the gods temple from

    temperance mobs and rival churches. Afew high ranking members of the church

    also cast this spell on themselves as a

    form of communing with their god in ablissfully stupefied state.

    Notes: This is the most combat-worthy

    spell in this book, with the possible

    exception of Beer Muscles. It isparticularly handy against spellcasters

    and can easily subdue an enemy healer

    or mage.

    Well, my young scholar, that concludes our look at how the love of drink can lead to theperversion of the mystic arts. I hope that you have learned from this treatise what tolook for as you try to avoid falling into the chaos and madness sowed by these depraved

    drunkards.

    Ebenezer Killjoy

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    with any of the terms of this License with respect to some or

    all of the Open Game Content due to statute, judicial order,or governmental regulation then You may not Use any Open

    Game Material so affected.

    13 Termination: This License will terminate automatically ifYou fail to comply with all terms herein and fail to cure such

    breach within 30 days of becoming aware of the breach. All

    sublicenses shall survive the termination of this License.

    14 Reformation: If any provision of this License is held to beunenforceable, such provision shall be reformed only to the

    extent necessary to make it enforceable.

    15 COPYRIGHT NOTICEOpen Game License v 1.0 Copyright 2000, Wizards of theCoast, Inc.

    System Reference Document Copyright 2000-2003, Wizardsof the Coast, Inc.

    The Sages Must Be Crazy: Spells of Inebriation isCopyright 2009 Healing Fireball Publications

    Healing Fireball logo is Copyright 2007 Healing Fireball

    Publications.

    The Sages Must Be Crazy logo Copyright 2008 HealingFireball Publications

  • 8/9/2019 Healing Fireball Publications the Sages Must Be Crazy Spells of Inebriation

    13/13

    Raise a mug and give a cheer for the Spells of Inebriation.

    For St. Patricks Day, your friends here at Healing Fireball Publications are proud to give

    you The Sages Must Be Crazy: Spells of Inebriation. This product covers the unusual andoften chaotic spells of those spellcasters that love strong drink. This product contains

    eleven spells based around a theme of alcohol. From the simple Bless Ale to the

    devastating Hammered, these spells are designed to both put a smile on your face and

    give you a collection of new tricks.

    Its time to lighten up your world a little because the sages must be crazy.

    www.HealingFireball.com