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Elixir of vermouth?
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<blockquote data-quote="BlackSeed_Vash" data-source="post: 7308044" data-attributes="member: 33580"><p>There are two sources I looked into before writing this, the first is from Dragon #344 the Elysian Dragons have a cone of "inebriation gas". The second is the rules for getting drunk written in Cityscape (pg 44).</p><p></p><p></p><p>Personally, if I was to make such a potion, I'd ignore this and move onto the next bit of source material.</p><p></p><p>Since you want a potion, and potions are just drinkable spells, we need to craft a spell. Here's my attempt:</p><p></p><p>Vermouth</p><p>Transmutation</p><p>Level: Bard 2, Cleric 2, Wizard/Sorcerer 2</p><p>Components: V,M</p><p>Casting Time: 1 standard action</p><p>Range: Close (25ft + 5ft / 2 levels)</p><p>Target: One living creature</p><p>Duration: 1 hour / 2 level (min 1 hour / max 5 hours)</p><p>Saving Throw: Fort partial; See Text</p><p>Spell Resistance: Yes</p><p></p><p>Successfully casting this spell on the target counts as if the creature had consumed [1 / 3 level; min 1 / max 5] drink(s) and resets the duration of a drink's effect (normally an hour) to the duration of the spell. This "drink" counts towards the amount of drinks actually consumed and the effects of this spell itself (multiple casting stack). A creature that successfully saves against this spell does not gain more "drinks" consumed; however, the duration of any drink already consumed (or gained by previous casting of this spell) are reset to the new duration.</p><p></p><p>Whenever a creature has "consumed" a number of drinks exceeding one-half their Constitution score, they must make a Constitution check. The DC starts at 15 and increases by 1 per additional "drink". Creatures with bonuses against poison can apply them to this check. Creatures immune to poisons need not make this check at all. Each failed Constitution check imposes a cumulative -1 penalty to Dexterity and Wisdom (but does not actually reduce those ability scores) and a cumulative -1 penalty on Constitution checks to avoid further inebriation. A creature's effective Dexterity and Wisdom can't fall below 1 due to inebriation. A creature passes out when the penalty on Constitution check equals their one-half their Constitution score. They remain unconscious for [2d4] hours and are fatigued when they awaken, but the temporary penalties end.</p></blockquote><p></p>
[QUOTE="BlackSeed_Vash, post: 7308044, member: 33580"] There are two sources I looked into before writing this, the first is from Dragon #344 the Elysian Dragons have a cone of "inebriation gas". The second is the rules for getting drunk written in Cityscape (pg 44). Personally, if I was to make such a potion, I'd ignore this and move onto the next bit of source material. Since you want a potion, and potions are just drinkable spells, we need to craft a spell. Here's my attempt: Vermouth Transmutation Level: Bard 2, Cleric 2, Wizard/Sorcerer 2 Components: V,M Casting Time: 1 standard action Range: Close (25ft + 5ft / 2 levels) Target: One living creature Duration: 1 hour / 2 level (min 1 hour / max 5 hours) Saving Throw: Fort partial; See Text Spell Resistance: Yes Successfully casting this spell on the target counts as if the creature had consumed [1 / 3 level; min 1 / max 5] drink(s) and resets the duration of a drink's effect (normally an hour) to the duration of the spell. This "drink" counts towards the amount of drinks actually consumed and the effects of this spell itself (multiple casting stack). A creature that successfully saves against this spell does not gain more "drinks" consumed; however, the duration of any drink already consumed (or gained by previous casting of this spell) are reset to the new duration. Whenever a creature has "consumed" a number of drinks exceeding one-half their Constitution score, they must make a Constitution check. The DC starts at 15 and increases by 1 per additional "drink". Creatures with bonuses against poison can apply them to this check. Creatures immune to poisons need not make this check at all. Each failed Constitution check imposes a cumulative -1 penalty to Dexterity and Wisdom (but does not actually reduce those ability scores) and a cumulative -1 penalty on Constitution checks to avoid further inebriation. A creature's effective Dexterity and Wisdom can't fall below 1 due to inebriation. A creature passes out when the penalty on Constitution check equals their one-half their Constitution score. They remain unconscious for [2d4] hours and are fatigued when they awaken, but the temporary penalties end. [/QUOTE]
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