Cipher Stars
2012-02-04, 06:35 PM
Ahh... now I can legitimately play a cleric of Ronson. now for a beer domain...
The Booze Domain
Granted Power:
Any alchololic beverage touched by those of the booze domain can be considered holy-water so long as it remains in their possession, or a few minutes afterwards. This counts for all effects that use holy water. If it is an ingredient in a potion, the potion must be kept on your person or it goes inert.
They also gain Craft: Booze, the ability to make any brew at 3/4 any listed cost and no experience loss.
Domain Spells:
1st: Create Booze
2nd: Increase Potency
3rd: Lightweight
4th: Booze Control
5th: Water to Booze
6th: Drunken Monkey
7th: Inebriation
8th: AND BOOZE SHALL RAIN FROM THE SKY
9th: Moradin's Golden Tankard
Special: Any dwarf character may add any Spell to their spell list no matter their spell casting class.
New Material Component: Hops.
Create Booze
[Conjuration] [Booze]
Level: Cleric 1, Booze 1
Components: V,S,M
Casting Time: Standard Action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: Up to 2 gallons of Booze/level
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
Description:
This spell generates wholesome, drinkable Booze, just like liquid divinity. Booze can be created in an area as small as will actually contain the liquid, or in an area three times as large—possibly creating a downpour or filling many small receptacles.
Should this magical golden elixir be consumed, the consumer must make a DC 5 Fortitude save. Every time it is consumed within a 12 hour period adds +2 to this save DC.
Every fail results in a stacking -2 towards any skill relying on Wisdom, Intelligence, and Dexterity. Creatures with the Drunken Lover feat gain this penalty as a bonus to their Charisma score. Those with the Drunken Monkey gain this penalty as a bonus to their Dexterity score.
If a creature fails their fortitude save three times in a row, they are unconscious for 4d6 hours, minus a number of hours equal to their constitution modifier.
Effects of Booze last twelve hours.
Note: Conjuration spells can’t create substances or objects within a creature. Booze weighs about 8 pounds per gallon. One cubic foot of booze contains roughly 8 gallons and weighs about 60 pounds.
Material Component: A single Hop.
Drunken Lover [General]:
Prerequisites: Positive Charisma Modifier
Benefit: When under the effects of Booze you gain any penalty as a bonus towards your Charisma score for social interactions taking place within a Bar due your increase in personality, humor, and new self confidence.
Special: This does not provide any extra endurance towards the effects of booze and after three failed saves you still pass out.
Drunken Monkey [General]:
Benefit: When under the effects of Booze, you gain any penalty as a bonus towards your dexterity score for dexterity based skills, Dex bonus to AC, and towards your attack rolls.
Special: A Fighter may take Drunken Monkey as one of their Fighter bonus feats.
This does not provide any extra endurance towards the effects of booze and after three failed saves you still pass out.
Beer Belly [General]:
Prerequisites: Dwarf or 15 Constitution
Benefit: You gain your Constitution modifier as bonus failures, the normal failed saves before pass-out is three, so a +2 Con would make that 5. A dwarf who takes this feat gains an extra +3 in addition to their Constitution modifier.
Special: This does not do anything to reduce the penalties taken from failed saves, it just increases the amount of failed saves you can endure.
A fighter may take Beer Belly as one of their fighter bonus feats.
Favored by the Booze [General]
Benefit: You gain a pool of Booze-Points that takes the brunt of your failed booze saves. Until the Booze-Points are drained, you do not suffer negative effects from drinking unless it would cause you to pass out. These points equal your charisma modifier times your constitution modifier. A +5 in both would equal a pool of 25 points. These points are what get spent instead of taking penalties. A -2 wisdom would instead minus two from your booze-points.
Increase Potency
[Transmutation] [Booze]
Level: Cleric 2, Booze 2
Components: V,S,M
Casting Time: Standard Action
Range: Touch
Target: 2 gallons/level worth of booze
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
Description:
You increase the potency of your, or someone nearby's beverage. From now on, the the drink starts at a DC of 10, and increases by +4 rather then 5 and +2.
Material component: A handful Hops
Lightweight
[Enchantment] [Booze]
Level: Cleric 3, Booze 3
Components: V,S
Casting Time: Standard Action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One living creature.
Duration: 1 hour/level
Saving Throw: Will Negates
Spell Resistance: No
Description:
You utter a few taunts and crude gestures, one creature nearby suffers a -6 penalty to Fortitude saves for the duration of the effect.
Control booze
[Transmutation] [Booze]
Level: Cleric 4, Booze 4
Components: V,S
Casting Time: Standard Action
Range: Close (25 ft. + 5 ft./2 levels)
Target: Booze!
Duration: Instantaneous, or see text
Saving Throw: See Text
Spell Resistance: No
Description:
You control booze.
Uses:
Force-feed: You can force someone to drink the liquid, The target must succeed on a strength check against your DC or for one round be forced to drink. This check repeats every round you concentrate, and the subject may suffocate but cannot hold their breath.
Pot Belly Turner: You control the booze already inside someone, on a failed fortitude save you can cause them to violently expel all contents of their stomach (from either end) taking 1d4 nonlethal damage and highly embarrassing themselves, or cause the booze to cause a ruckus inside them, bursting out of their stomach taking 1d8 constitution damage and must save vs massive damage or die.
On a successful save, they are simply Sickened for 4d4 rounds.
Control Booze as Control Water.
Water to Booze
[Transmutation] [Booze] [Water]
Level: Cleric 5, Booze 5
Components: M
Casting Time: Standard Action
Range: Close (25 ft. + 5 ft./2 levels)
Area: Water in a volume of 10 ft./level by 10 ft./level by 2 ft./level
Duration: Instantaneous
Saving Throw: None, or Fortitude
Spell Resistance: No
Description:
You turn a volume of water as shown in the above information into golden booze.
Against a water elemental, this turns them into a Booze Elemental (http://www.giantitp.com/forums/showpost.php?p=14449232&postcount=12) under your control for 4d6 Hours on a failed Fortitude save.
Material Component: A single Hop.
Booze Elemental:
[B]Sample Booze Elemental
Small Booze Elemental (Booze, Extraplanar)
Hit Dice: 2d8+2 (11 hp)
Initiative: +0
Speed: 20 ft. (4 squares), swim 90 ft.
Armor Class: 17 (+1 size, +6 natural), touch 11, flat-footed 17
Base Attack/Grapple: +1/-1
Attack: Slam +4 melee (1d6+3)
Full Attack: Slam +4 melee (1d6+3)
Space/Reach: 5 ft./5 ft.
Special Attacks: Booze mastery, drench, spell-like ability, vortex (1d4)
Special Qualities: Darkvision 60 ft., elemental traits
Saves: Fort +4, Ref +0, Will +0
Abilities: Str 14, Dex 10, Con 13, Int 4, Wis 11, Cha 11
Skills: Listen +4, Spot +5
Feats: Power Attack
Environment: Elemental Plane of Booze
Organization: Solitary
Challenge Rating: 1
Treasure: None
Alignment: Usually neutral
Advancement: 3 HD (Small)
Level Adjustment: —
A Small booze elemental is about 4 feet tall and weighs 34 lbs.
Booze Mastery (Ex): A Booze elemental gains a +1 bonus on attack and damage rolls its opponent has had any to drink within the past 12 hours. Otherwise, this functions as the Water Mastery but with Booze rather than Water.
A booze elemental can be a serious threat to a ship that crosses its path. An elemental can easily overturn small craft (5 feet of length per Hit Die of the elemental) and stop larger vessels (10 feet long per HD). Even large ships (20 feet long per HD) can be slowed to half speed.
Drench (Ex): The booze elemental’s touch puts out torches, campfires, exposed lanterns, and other open flames of nonmagical origin if these are of Large size or smaller. The creature can dispel magical fire it touches as dispel magic (caster level equals elemental’s HD).
Spell-like Ability (Sp): At will—inebriation. CL 2.
Vortex (Su): The booze elemental can transform itself into a whirlpool once every 10 minutes, provided it is immersed in booze, and can remain in that form for up to 1 round for every 2 HD it has. In vortex form, the elemental can move through the booze or along the bottom at its swim speed. The vortex is 5 feet wide at the base, up to 10 feet wide at the top, and 20 feet tall. The elemental controls the exact height, but it must be at least 10 feet.
The elemental’s movement while in vortex form does not provoke attacks of opportunity, even if the elemental enters the space another creature occupies. Another creature might be caught in the vortex if it touches or enters the vortex, or if the elemental moves into or through the creature’s space.
Creatures one or more size categories smaller than the elemental might take damage 1d4 points of damage when caught in the vortex and may be swept up by it. An affected creature must succeed on a DC 13 Reflex save when it comes into contact with the vortex or take the indicated damage. It must also succeed on a second Reflex save or be picked up bodily and held suspended in the powerful currents, automatically taking damage each round. An affected creature is allowed a Reflex save each round to escape the vortex. The creature still takes damage, but can leave if the save is successful. The DC for saves against the vortex’s effects varies with the elemental’s size. The save DC is Strength-based.
Creatures trapped in the vortex cannot move except to go where the elemental carries them or to escape the whirlwind. Creatures caught in the whirlwind can otherwise act normally, but must make a Concentration check (DC 10 + spell level) to cast a spell. Creatures caught in the whirlwind take a -4 penalty to Dexterity and a -2 penalty on attack rolls. The elemental can have only as many creatures trapped inside the vortex at one time as will fit inside the vortex’s volume.
The elemental can eject any carried creatures whenever it wishes, depositing them wherever the vortex happens to be. A summoned elemental always ejects trapped creatures before returning to its home plane.
If the vortex’s base touches the bottom, it creates a swirling cloud of debris. This cloud is centered on the elemental and has a diameter equal to half the vortex’s height. The cloud obscures all vision, including darkvision, beyond 5 feet. Creatures 5 feet away have concealment, while those farther away have total concealment.
Those caught in the cloud must make a Concentration check (DC 15 + spell level) to cast a spell.
A booze elemental in vortex form cannot make slam attacks and does not threaten the area around it.
Drunken Monkey
[Abjuration] [Booze]
Level: Cleric 6, Booze 6
Components: S
Casting Time: Movement Equivalent
Range: Personal
Target: You
Duration: 1 round/level
Saving Throw: None
Spell Resistance: No
Description:
You gain combat bonuses depending on the amount of booze around you.
Approximate bonuses are as follows:
4 gallons: +1 attack and damage rolls, and as a Dodge bonus to AC.
12 gallons: +2
24 gallons: +4
48 gallons: +8
96 gallons: +16
Inebriation
[Evocation] [Booze]
Level: Cleric 7, Booze 7
Components: V,S
Casting Time: Standard Action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One living creature
Duration: See Text
Saving Throw: Fortitude Partial
Spell Resistance: No
Description:
With a word and a gesture, You bring about the might of Booze to smite your foes!
Golden light envelops the target, seeming to disappear into them. On a failed fortitude save the target is rendered helpless for 4d8 hours as the world spins before their eyes and they fall to the ground in a helpless daze and become highly prone to shatting themselves.
On a successful save, they become Dazed for 1d6 rounds or until they take HP damage.
AND BOOZE SHALL RAIN FROM THE SKY
[Evocation] [Booze]
Level: Cleric 8, Booze 8
Components: V
Casting Time: Standard Action
Range: 5 miles
Area: 5-mile-radius circle, centered on you.
Duration: 2d4 hours/level
Saving Throw: None
Spell Resistance: No
Description:
You cause the sky to cloud over with dark, somewhat golden clouds. The clouds snap into being at the end of the casting and immediately start the downpour of booze.
The area is under the effects of Torrential rain, which may cause flooding, and anyone exposed to the rain has a 5% chance of falling to the effects of inebriation, and a 20% chance to be effected as if they failed a fortitude save against booze. These chances repeat every minute exposed to the rain. The caster is immune to the effects, and does not even get wet unless they wish it.
Moradin's Golden Tankard
Conjuration [Booze][Calling]
Level: Cleric 9, Booze 9
Components: V,S, DF
Casting Time: Standard Action
Range: Long range (400 feet + 40 feet per level)
Area: Special (50-foot diameter cylinder 75 feet high)
Duration: Instantaneous
Saving Throw: Reflex partial
Spell Resistance: No
Description: You call the great beer gods to send you aid. They favor you, and send Moradin's own golden tankard to smite your foes.
Moradin’s golden tankard has a diameter of 50 feet and is 75 feet tall. When the tankard is called into being, it falls 20 feet per caster level, those who get caught under the tankard are crushed to death.
When it hits, the impact makes its golden nectar splash about, its divine glory too potent for mortals, and inflicts inebriation on anyone it touches within another 50 feet of the 50-foot tankard.
Last, but not least, the mighty tankard's crash causes an earthquake as the spell that radiates an additional 80 feet beyond the tankard (it goes from where the tankard lands, through the 50-foot splash zone, and 30 feet beyond).
Two Reflex saves are required from the spells (not including the earthquake. The first save is for those underneath in the 50-diameter of the tankard when it lands to avoid being crushed to death by the tankard's immense weight. Creatures immune to death effects are still crushed to death if they fail their save. Any creature with a speed of 5 feet or less automatically fails its save (unless within 5 feet from the edge of the tankard when it falls). If the save is successful, the creature is immediately moved into the splash zone. The second Reflex save is made to avoid being splashed. A target that makes its save is Dazed for one round. If the target fails its save, it becomes inebriated as the spell.
The tankard returns to Moradin's blessed table after 2d6 rounds but leaves behind 150-foot pool of nectar one foot deep. The pool's contents may be used as a source of booze for spell effects such as drunken monkey.
Special: This spell can be used indoors only if it has enough clearance for the tankard. If not, the spells fails.
The Booze Domain
Granted Power:
Any alchololic beverage touched by those of the booze domain can be considered holy-water so long as it remains in their possession, or a few minutes afterwards. This counts for all effects that use holy water. If it is an ingredient in a potion, the potion must be kept on your person or it goes inert.
They also gain Craft: Booze, the ability to make any brew at 3/4 any listed cost and no experience loss.
Domain Spells:
1st: Create Booze
2nd: Increase Potency
3rd: Lightweight
4th: Booze Control
5th: Water to Booze
6th: Drunken Monkey
7th: Inebriation
8th: AND BOOZE SHALL RAIN FROM THE SKY
9th: Moradin's Golden Tankard
Special: Any dwarf character may add any Spell to their spell list no matter their spell casting class.
New Material Component: Hops.
Create Booze
[Conjuration] [Booze]
Level: Cleric 1, Booze 1
Components: V,S,M
Casting Time: Standard Action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: Up to 2 gallons of Booze/level
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
Description:
This spell generates wholesome, drinkable Booze, just like liquid divinity. Booze can be created in an area as small as will actually contain the liquid, or in an area three times as large—possibly creating a downpour or filling many small receptacles.
Should this magical golden elixir be consumed, the consumer must make a DC 5 Fortitude save. Every time it is consumed within a 12 hour period adds +2 to this save DC.
Every fail results in a stacking -2 towards any skill relying on Wisdom, Intelligence, and Dexterity. Creatures with the Drunken Lover feat gain this penalty as a bonus to their Charisma score. Those with the Drunken Monkey gain this penalty as a bonus to their Dexterity score.
If a creature fails their fortitude save three times in a row, they are unconscious for 4d6 hours, minus a number of hours equal to their constitution modifier.
Effects of Booze last twelve hours.
Note: Conjuration spells can’t create substances or objects within a creature. Booze weighs about 8 pounds per gallon. One cubic foot of booze contains roughly 8 gallons and weighs about 60 pounds.
Material Component: A single Hop.
Drunken Lover [General]:
Prerequisites: Positive Charisma Modifier
Benefit: When under the effects of Booze you gain any penalty as a bonus towards your Charisma score for social interactions taking place within a Bar due your increase in personality, humor, and new self confidence.
Special: This does not provide any extra endurance towards the effects of booze and after three failed saves you still pass out.
Drunken Monkey [General]:
Benefit: When under the effects of Booze, you gain any penalty as a bonus towards your dexterity score for dexterity based skills, Dex bonus to AC, and towards your attack rolls.
Special: A Fighter may take Drunken Monkey as one of their Fighter bonus feats.
This does not provide any extra endurance towards the effects of booze and after three failed saves you still pass out.
Beer Belly [General]:
Prerequisites: Dwarf or 15 Constitution
Benefit: You gain your Constitution modifier as bonus failures, the normal failed saves before pass-out is three, so a +2 Con would make that 5. A dwarf who takes this feat gains an extra +3 in addition to their Constitution modifier.
Special: This does not do anything to reduce the penalties taken from failed saves, it just increases the amount of failed saves you can endure.
A fighter may take Beer Belly as one of their fighter bonus feats.
Favored by the Booze [General]
Benefit: You gain a pool of Booze-Points that takes the brunt of your failed booze saves. Until the Booze-Points are drained, you do not suffer negative effects from drinking unless it would cause you to pass out. These points equal your charisma modifier times your constitution modifier. A +5 in both would equal a pool of 25 points. These points are what get spent instead of taking penalties. A -2 wisdom would instead minus two from your booze-points.
Increase Potency
[Transmutation] [Booze]
Level: Cleric 2, Booze 2
Components: V,S,M
Casting Time: Standard Action
Range: Touch
Target: 2 gallons/level worth of booze
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
Description:
You increase the potency of your, or someone nearby's beverage. From now on, the the drink starts at a DC of 10, and increases by +4 rather then 5 and +2.
Material component: A handful Hops
Lightweight
[Enchantment] [Booze]
Level: Cleric 3, Booze 3
Components: V,S
Casting Time: Standard Action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One living creature.
Duration: 1 hour/level
Saving Throw: Will Negates
Spell Resistance: No
Description:
You utter a few taunts and crude gestures, one creature nearby suffers a -6 penalty to Fortitude saves for the duration of the effect.
Control booze
[Transmutation] [Booze]
Level: Cleric 4, Booze 4
Components: V,S
Casting Time: Standard Action
Range: Close (25 ft. + 5 ft./2 levels)
Target: Booze!
Duration: Instantaneous, or see text
Saving Throw: See Text
Spell Resistance: No
Description:
You control booze.
Uses:
Force-feed: You can force someone to drink the liquid, The target must succeed on a strength check against your DC or for one round be forced to drink. This check repeats every round you concentrate, and the subject may suffocate but cannot hold their breath.
Pot Belly Turner: You control the booze already inside someone, on a failed fortitude save you can cause them to violently expel all contents of their stomach (from either end) taking 1d4 nonlethal damage and highly embarrassing themselves, or cause the booze to cause a ruckus inside them, bursting out of their stomach taking 1d8 constitution damage and must save vs massive damage or die.
On a successful save, they are simply Sickened for 4d4 rounds.
Control Booze as Control Water.
Water to Booze
[Transmutation] [Booze] [Water]
Level: Cleric 5, Booze 5
Components: M
Casting Time: Standard Action
Range: Close (25 ft. + 5 ft./2 levels)
Area: Water in a volume of 10 ft./level by 10 ft./level by 2 ft./level
Duration: Instantaneous
Saving Throw: None, or Fortitude
Spell Resistance: No
Description:
You turn a volume of water as shown in the above information into golden booze.
Against a water elemental, this turns them into a Booze Elemental (http://www.giantitp.com/forums/showpost.php?p=14449232&postcount=12) under your control for 4d6 Hours on a failed Fortitude save.
Material Component: A single Hop.
Booze Elemental:
[B]Sample Booze Elemental
Small Booze Elemental (Booze, Extraplanar)
Hit Dice: 2d8+2 (11 hp)
Initiative: +0
Speed: 20 ft. (4 squares), swim 90 ft.
Armor Class: 17 (+1 size, +6 natural), touch 11, flat-footed 17
Base Attack/Grapple: +1/-1
Attack: Slam +4 melee (1d6+3)
Full Attack: Slam +4 melee (1d6+3)
Space/Reach: 5 ft./5 ft.
Special Attacks: Booze mastery, drench, spell-like ability, vortex (1d4)
Special Qualities: Darkvision 60 ft., elemental traits
Saves: Fort +4, Ref +0, Will +0
Abilities: Str 14, Dex 10, Con 13, Int 4, Wis 11, Cha 11
Skills: Listen +4, Spot +5
Feats: Power Attack
Environment: Elemental Plane of Booze
Organization: Solitary
Challenge Rating: 1
Treasure: None
Alignment: Usually neutral
Advancement: 3 HD (Small)
Level Adjustment: —
A Small booze elemental is about 4 feet tall and weighs 34 lbs.
Booze Mastery (Ex): A Booze elemental gains a +1 bonus on attack and damage rolls its opponent has had any to drink within the past 12 hours. Otherwise, this functions as the Water Mastery but with Booze rather than Water.
A booze elemental can be a serious threat to a ship that crosses its path. An elemental can easily overturn small craft (5 feet of length per Hit Die of the elemental) and stop larger vessels (10 feet long per HD). Even large ships (20 feet long per HD) can be slowed to half speed.
Drench (Ex): The booze elemental’s touch puts out torches, campfires, exposed lanterns, and other open flames of nonmagical origin if these are of Large size or smaller. The creature can dispel magical fire it touches as dispel magic (caster level equals elemental’s HD).
Spell-like Ability (Sp): At will—inebriation. CL 2.
Vortex (Su): The booze elemental can transform itself into a whirlpool once every 10 minutes, provided it is immersed in booze, and can remain in that form for up to 1 round for every 2 HD it has. In vortex form, the elemental can move through the booze or along the bottom at its swim speed. The vortex is 5 feet wide at the base, up to 10 feet wide at the top, and 20 feet tall. The elemental controls the exact height, but it must be at least 10 feet.
The elemental’s movement while in vortex form does not provoke attacks of opportunity, even if the elemental enters the space another creature occupies. Another creature might be caught in the vortex if it touches or enters the vortex, or if the elemental moves into or through the creature’s space.
Creatures one or more size categories smaller than the elemental might take damage 1d4 points of damage when caught in the vortex and may be swept up by it. An affected creature must succeed on a DC 13 Reflex save when it comes into contact with the vortex or take the indicated damage. It must also succeed on a second Reflex save or be picked up bodily and held suspended in the powerful currents, automatically taking damage each round. An affected creature is allowed a Reflex save each round to escape the vortex. The creature still takes damage, but can leave if the save is successful. The DC for saves against the vortex’s effects varies with the elemental’s size. The save DC is Strength-based.
Creatures trapped in the vortex cannot move except to go where the elemental carries them or to escape the whirlwind. Creatures caught in the whirlwind can otherwise act normally, but must make a Concentration check (DC 10 + spell level) to cast a spell. Creatures caught in the whirlwind take a -4 penalty to Dexterity and a -2 penalty on attack rolls. The elemental can have only as many creatures trapped inside the vortex at one time as will fit inside the vortex’s volume.
The elemental can eject any carried creatures whenever it wishes, depositing them wherever the vortex happens to be. A summoned elemental always ejects trapped creatures before returning to its home plane.
If the vortex’s base touches the bottom, it creates a swirling cloud of debris. This cloud is centered on the elemental and has a diameter equal to half the vortex’s height. The cloud obscures all vision, including darkvision, beyond 5 feet. Creatures 5 feet away have concealment, while those farther away have total concealment.
Those caught in the cloud must make a Concentration check (DC 15 + spell level) to cast a spell.
A booze elemental in vortex form cannot make slam attacks and does not threaten the area around it.
Drunken Monkey
[Abjuration] [Booze]
Level: Cleric 6, Booze 6
Components: S
Casting Time: Movement Equivalent
Range: Personal
Target: You
Duration: 1 round/level
Saving Throw: None
Spell Resistance: No
Description:
You gain combat bonuses depending on the amount of booze around you.
Approximate bonuses are as follows:
4 gallons: +1 attack and damage rolls, and as a Dodge bonus to AC.
12 gallons: +2
24 gallons: +4
48 gallons: +8
96 gallons: +16
Inebriation
[Evocation] [Booze]
Level: Cleric 7, Booze 7
Components: V,S
Casting Time: Standard Action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One living creature
Duration: See Text
Saving Throw: Fortitude Partial
Spell Resistance: No
Description:
With a word and a gesture, You bring about the might of Booze to smite your foes!
Golden light envelops the target, seeming to disappear into them. On a failed fortitude save the target is rendered helpless for 4d8 hours as the world spins before their eyes and they fall to the ground in a helpless daze and become highly prone to shatting themselves.
On a successful save, they become Dazed for 1d6 rounds or until they take HP damage.
AND BOOZE SHALL RAIN FROM THE SKY
[Evocation] [Booze]
Level: Cleric 8, Booze 8
Components: V
Casting Time: Standard Action
Range: 5 miles
Area: 5-mile-radius circle, centered on you.
Duration: 2d4 hours/level
Saving Throw: None
Spell Resistance: No
Description:
You cause the sky to cloud over with dark, somewhat golden clouds. The clouds snap into being at the end of the casting and immediately start the downpour of booze.
The area is under the effects of Torrential rain, which may cause flooding, and anyone exposed to the rain has a 5% chance of falling to the effects of inebriation, and a 20% chance to be effected as if they failed a fortitude save against booze. These chances repeat every minute exposed to the rain. The caster is immune to the effects, and does not even get wet unless they wish it.
Moradin's Golden Tankard
Conjuration [Booze][Calling]
Level: Cleric 9, Booze 9
Components: V,S, DF
Casting Time: Standard Action
Range: Long range (400 feet + 40 feet per level)
Area: Special (50-foot diameter cylinder 75 feet high)
Duration: Instantaneous
Saving Throw: Reflex partial
Spell Resistance: No
Description: You call the great beer gods to send you aid. They favor you, and send Moradin's own golden tankard to smite your foes.
Moradin’s golden tankard has a diameter of 50 feet and is 75 feet tall. When the tankard is called into being, it falls 20 feet per caster level, those who get caught under the tankard are crushed to death.
When it hits, the impact makes its golden nectar splash about, its divine glory too potent for mortals, and inflicts inebriation on anyone it touches within another 50 feet of the 50-foot tankard.
Last, but not least, the mighty tankard's crash causes an earthquake as the spell that radiates an additional 80 feet beyond the tankard (it goes from where the tankard lands, through the 50-foot splash zone, and 30 feet beyond).
Two Reflex saves are required from the spells (not including the earthquake. The first save is for those underneath in the 50-diameter of the tankard when it lands to avoid being crushed to death by the tankard's immense weight. Creatures immune to death effects are still crushed to death if they fail their save. Any creature with a speed of 5 feet or less automatically fails its save (unless within 5 feet from the edge of the tankard when it falls). If the save is successful, the creature is immediately moved into the splash zone. The second Reflex save is made to avoid being splashed. A target that makes its save is Dazed for one round. If the target fails its save, it becomes inebriated as the spell.
The tankard returns to Moradin's blessed table after 2d6 rounds but leaves behind 150-foot pool of nectar one foot deep. The pool's contents may be used as a source of booze for spell effects such as drunken monkey.
Special: This spell can be used indoors only if it has enough clearance for the tankard. If not, the spells fails.