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Elixir of vermouth?
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<blockquote data-quote="Greenfield" data-source="post: 7308544" data-attributes="member: 6669384"><p>I don't know if I'd make it a potion. Maybe something alchemical.</p><p></p><p>Distillation, as a process, was known and used for centuries, since 350 BC or so. But it wasn't used for liquor. instead, it was used in the making of perfume.</p><p></p><p>While many experimented with distilling wine over the years/centuries, fractional distillation (as used for stronger spirits) wasn't invented until the 13th century. Distilled spirits as we know them today dated from that time, but it didn't become a "science" until centuries later.</p><p></p><p>So, depending on the time frame of your fantasy world, whiskey, brandy and other strong drinks may not have existed at all. </p><p></p><p>My own games aren't set in any particular year or era, more "The time of legends", when they had whatever the DM thinks they should have.</p><p></p><p>All of that being said, in the real world it began with alchemists. I'd leave it there.</p><p></p><p>Now in D&D, strong liquor (or even simple beer and ale) are treated as poisons, so I'd look at the table of poisons and work from there.</p><p></p><p>As a "poison" it impairs Dexterity and Wisdom, creates at least the illusion of a CON boost (call it temporary hit points), and after multiple failed Saves it induces sleep.</p><p></p><p>All things considered it's a very weak poison though. If you want to strengthen it, just price it accordingly.</p><p></p><p>As a magical elixir, call it a potion of Deeper Slumber, with a successful Save resulting in temporary WIS and DEX loss. (Probably -D3 on each, as Drain not Damage, so they can stack.) Ability recovery is in hours, not days, and runs during the unconscious period as well as after (also known as a hangover).</p><p> </p><p> So, per potion rules, spell level (3 for Deeper Slumber) times Caster level (5 for minimum to cast) times 50 gp. That's 3 x 5 x 50 = 750 gp for a potion of Vermouth.</p></blockquote><p></p>
[QUOTE="Greenfield, post: 7308544, member: 6669384"] I don't know if I'd make it a potion. Maybe something alchemical. Distillation, as a process, was known and used for centuries, since 350 BC or so. But it wasn't used for liquor. instead, it was used in the making of perfume. While many experimented with distilling wine over the years/centuries, fractional distillation (as used for stronger spirits) wasn't invented until the 13th century. Distilled spirits as we know them today dated from that time, but it didn't become a "science" until centuries later. So, depending on the time frame of your fantasy world, whiskey, brandy and other strong drinks may not have existed at all. My own games aren't set in any particular year or era, more "The time of legends", when they had whatever the DM thinks they should have. All of that being said, in the real world it began with alchemists. I'd leave it there. Now in D&D, strong liquor (or even simple beer and ale) are treated as poisons, so I'd look at the table of poisons and work from there. As a "poison" it impairs Dexterity and Wisdom, creates at least the illusion of a CON boost (call it temporary hit points), and after multiple failed Saves it induces sleep. All things considered it's a very weak poison though. If you want to strengthen it, just price it accordingly. As a magical elixir, call it a potion of Deeper Slumber, with a successful Save resulting in temporary WIS and DEX loss. (Probably -D3 on each, as Drain not Damage, so they can stack.) Ability recovery is in hours, not days, and runs during the unconscious period as well as after (also known as a hangover). So, per potion rules, spell level (3 for Deeper Slumber) times Caster level (5 for minimum to cast) times 50 gp. That's 3 x 5 x 50 = 750 gp for a potion of Vermouth. [/QUOTE]
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