Clerics Speak with the Intoxicated (Alteration) Level: 1 Sphere: Divination Range: 1 Components: V, S Duration: Special Casting Time: 1 Area of Effect: 1 person Saving Throw: None This spell empowers the priest to comprehend and communicate with any person that is intoxicated. The priest is able to ask questions and receive intelligent answers that are accompanied with friendless, cooperations, and understanding. The true usefulness of the spell is when the intoxicated person is comatose. A spell or power of this sort could make the priest a very valuable party commodity for his/her ability to interrogate those who require so much alcohol to loosen their tongues that it also shuts down most of their brains. Cure Drunkenness (Abjuration) Reversible Level: 2 Sphere: Healing Range: Touch Components: V, S, M Duration: Special Casting Time: 2 Area of Effect: One creature Saving Throw: None This spell will instantly remove all effects of alcohol intoxication from one target's system. This instantly alleviates hangover, lack of sobriety, and all associated effects of being drunk or its immediate after-effects. It will not cure or abate maladies caused by long-term alcohol abuse, such as cirrhosis of the liver, alcoholism, heart disease, etc.. The reverse, cause drunkenness, will make its target instantly and severely drunk. The drunkenness caused will last as long as normal drunkenness would last, and may bring on a hangover. The severity of the drunkenness is Slight if cast by a 2rd-5th level priest, Moderate if cast by a 6th-9th level priest, and Great if cast by a 10th level or higher priest. Lower Alcohol Addiction (Abjuration) Level: 2 Sphere: Healing Range: Touch Components: V, S Duration: Permanent Casting Time: 2 Area of Effect: 1 creature Saving Throw: None This spell allows the cleric to lower a person's alcohol addiction by 2 per class level in the drinking and amount levels. For example, a 5th level cleric casts this spell on a addicted person (level 8 drinking, level 4 amount). The cleric gets 10 to work with (5*2) and decides to lower the drinking level by 8 and the amount level by 2. Thus the addicted person now has a drinking level of 0 and an amount level by 2. A pretty good start for a speedy recovery. Resist Intoxication (Abjuration) Level: 2 Sphere: Protection Range: 0 Components: V, S, M Duration: 6d6 hours Casting Time: 2 Area of Effect: Personal Saving Throw: None This spell is used to protect a cleric against becoming intoxicated when drinking, which is typically unbecoming of the clergy. The alcohol ingested during the duration is mystically less effective. The cleric has a +1 per two levels bonus to their Constitution check to resist becoming (more) intoxicated. Note that it is still possible to become drunk while protected, but it is much more difficult. The material components that are consumed at casting time are a raw chicken egg, a red pepper, a chile pepper, and a pint of spring water. Speed Fermentation (Alteration) Level: 2 Sphere: Nature (Druidic) Range: 3 feet + 1 foot per level Components: V, S, M Duration: Instantaneous Casting Time: 1 Area of Effect: 2 feet X 2 feet of volume + 2 feet per level Saving Throw: None By the use of this spell, a Druid may speed the fermentation process of any naturally fermentable vegetable matter (i.e. grapes, potatoes, wheat, etc.). Within one hour all the contents in the container will be completely fermented as if the full year or whatever the necessary time period was had passed. The Druid must be careful to make sure that all other preparations have been made to hold the newly fermented liquid. There must be vats, bottles and anything else that is necessary for the preservation of the Alcohol. The Druid must already know the time necessary to ferment the grapes or whatever and the alcohol making processes before casting this spell (i.e. the character must have a proper non-weapon proficiency). The material component is the Druids knowledge and a small percentage of the fermented material. Protection from Intoxication (Abjuration) Level: 4 Sphere: Protection Range: 0 Components: V, S, M Duration: 12 hours Casting Time: 1 round Area of Effect: Personal Saving Throw: None This spell will make the caster immune to the negative effects of alcohol. While protected, alcoholic drinks will not intoxicate the priest in the slightest way, and no side effects of alcohol will be incurred from drinking. Note that this is really unfair to use in a drinking contest! Poisons or other substances in the drink will still affect the priest normally, however. Taste is not affected. The material components consumed at casting time are a 6 chicken eggs. The other material components is a pink flamingo feather. Transmute Water to Wine (Alteration) Reversible Level: 6 Sphere: Elemental (Water) Range: Touch Components: V, S, M Duration: Permanent Casting Time: 2 Area of Effect: 1 cubic yard/level Saving Throw: Special This spell allows a cleric to show his dedication to his/her deity. When successfully cast, this spell turns any palatable water into wine (of the cleric's choice) of the highest quality. Salt water or containment water gets a saving throw. Detect magic spells may (50% chance) show it to have a very dim glow. Only a truly dedicated cleric will be allowed to cast this spell, and frivolous castings of it may incur the wrath of superior beings. Proper conditions to be met are: - The cleric's deity will be honored by this act. - The act should be used to help recruit influential persons to the deity's cause. - If more worshipers/believers may be drawn to the deity through this act, so much the better! - Certain ceremonies may use this to celebrate the divinity of the deity. Zone of Tolerance (Abjuration) Reversible Level: 6 Sphere: Protection Range: 0 Components: V, S, M Duration: 24 hours Casting Time: 1 round Area of Effect: 12" radius area Saving Throw: Special This spell is used by a cleric to create an area in which alcohol has a diminished effect on creatures. Any being who enters the area must make a saving throw vs. spell to overcome the compulsion to NOT drink. Creatures who enter the area already intoxicated will have their level of intoxication reduced by 1 level (note that this sobers up those who are Slightly intoxicated). Constitution checks made in the area are unmodified, no matter what is being imbibed, thus making it more difficult to become drunk. The reverse, Zone of Intoxication, creates an area in which alcohol is more effective than normal. Any being entering the area must save vs. spells or be compelled to drink. Creatures entering the area will become 1 level more intoxicated than they were (not more than Greatly intoxicated, and sober creatures are unaffected by this). Constitution checks are made at a -3 penalty, cumulative with other penalties, making it easier to become drunk. This spell is popular by clerics who assist temperance organizations. The reverse is popular amongst business owners who enjoy the large consumption of alcohol. Of course, they must find clerics willing to help the business. Most clerics will cast the spell for a small contribution to the church. The material component of the spell is a sea sponge with a serving of alcohol sucked into it.