Mauril Everleaf
2006-12-04, 11:53 AM
This spell was written from a sarcastic comment on another thread about 3 lvl 8 chs defeating a great wyrm red dragon. enjoy and PEACH away.
Elsiron’s Drunken Stupor (Wiz/Sor 5)
School: Transmutation
Components: V, S, M
Casting Time: 1 standard action
Range: Short
Duration: 2 rds +1/lvl
Area of Effect: 1 creature
Saving Throw: Fort
Spell Resistance: Yes
When Elsiron's Drunken Stupor is cast, a yellow beam is emitted from the caster’s hand. Upon being struck by the beam, the target’s blood alcohol level is increased by 0.08% in the first round, and each round thereafter it is increased by .01% per round until the spell expires. All the effects of being drunk are incurred from this new blood alcohol level. The target must make a fortification save/constitution check after each round to delay the effects of becoming drunk. Every .01% over .08% of blood alcohol level, the target is subject to a -1 to save/check. Once a save/check is failed, no more saves are allowed and the target is considered drunk. If blood alcohol level should reach .22%, the target automatically is considered drunk if not so already. Should blood alcohol level reach .30%, the target is rendered unconscious. If blood alcohol level should reach .35%, target must make a fortification save or die from liver failure. Upon the expiration of the spell duration, blood alcohol level ceases to increase, however the alcohol is not removed from the target’s system, so the effects of drunkenness remain. A successful dispel magic will halt the increase of blood alcohol level, but will not remove the alcohol already present. The spell is treated as a poisoning and therefore is affected by Delay Poison and Neutralize Poison. The caster may also choose to halt the increase at any time before the end of duration. The spell works by transmuting the blood plasma of the target into alcohol. Targets that do not have blood (such as plants and undead), whose blood is of some caustic or poisonous form (such as some dragons), are immune to polymorphing, are not effected by Elsiron's Drunken Stupor. Spell Resistance and Spell Immunity do affect the spell. The material component of the spell is a teaspoon of any alcohol, which is poured on the hands of the caster prior to the completion of the verbal component.
There is an alternative version of the spell, which is exactly the same, except it has target self and is a touch spell, not a ranged touch spell. This reflects the flavor of its origins and may work well for a semi-cursed scroll.
Elsiron’s Drunken Stupor (Wiz/Sor 5)
School: Transmutation
Components: V, S, M
Casting Time: 1 standard action
Range: Short
Duration: 2 rds +1/lvl
Area of Effect: 1 creature
Saving Throw: Fort
Spell Resistance: Yes
When Elsiron's Drunken Stupor is cast, a yellow beam is emitted from the caster’s hand. Upon being struck by the beam, the target’s blood alcohol level is increased by 0.08% in the first round, and each round thereafter it is increased by .01% per round until the spell expires. All the effects of being drunk are incurred from this new blood alcohol level. The target must make a fortification save/constitution check after each round to delay the effects of becoming drunk. Every .01% over .08% of blood alcohol level, the target is subject to a -1 to save/check. Once a save/check is failed, no more saves are allowed and the target is considered drunk. If blood alcohol level should reach .22%, the target automatically is considered drunk if not so already. Should blood alcohol level reach .30%, the target is rendered unconscious. If blood alcohol level should reach .35%, target must make a fortification save or die from liver failure. Upon the expiration of the spell duration, blood alcohol level ceases to increase, however the alcohol is not removed from the target’s system, so the effects of drunkenness remain. A successful dispel magic will halt the increase of blood alcohol level, but will not remove the alcohol already present. The spell is treated as a poisoning and therefore is affected by Delay Poison and Neutralize Poison. The caster may also choose to halt the increase at any time before the end of duration. The spell works by transmuting the blood plasma of the target into alcohol. Targets that do not have blood (such as plants and undead), whose blood is of some caustic or poisonous form (such as some dragons), are immune to polymorphing, are not effected by Elsiron's Drunken Stupor. Spell Resistance and Spell Immunity do affect the spell. The material component of the spell is a teaspoon of any alcohol, which is poured on the hands of the caster prior to the completion of the verbal component.
There is an alternative version of the spell, which is exactly the same, except it has target self and is a touch spell, not a ranged touch spell. This reflects the flavor of its origins and may work well for a semi-cursed scroll.