Lohocla's Cloud of Alcohol
(Alteration, Evocation)

Range:  10 yards
Components:  V, S, M
Duration:  1 round per level
Casting Time:  4
Area of Effect:  5 cubic feet per level
Saving Throw:  None

Another powerful offensive spell by Lohocla, this spell creates a vaporous cloud of pure alcohol. Hopefully, many wizards will enjoy reeking havoc with the sweet aroma of this spell.
This spell produces a cloud of alcohol that has a very faint blue tint to it. The cloud gives off a strong scent of alcohol. The cloud will move away from the caster at 10 feet per round, rolling along the ground in the original direction dictated by the caster. A moderate breeze causes it to alter course (roll for direction), but it does not move back toward the caster. A strong wind breaks it up in four rounds, and a greater wind force prevents the use of the spell. Very thick vegetation will disperse the cloud in two rounds. As the vapours are heavier than air, they sink to the lowest level of the land, even pour down den or sinkhole openings. It cannot penetrate liquids, nor can it be cast underwater.
For each round a creature is engulfed in the cloud, he must make a Constitution check. The check has a modifier relevant to the wizard's level:

	Wizard's Level	Constitution Modifier
	7-8	-4
	9-10	-5
	11-12	-6
	13-14	-7
	15-16	-8
	17-18	-9
	19-20	-10

A successful check indicates that the creature holds his breath for that round and does not succumb to the cloud's effects. A failed check indicates that the creature inhales a sufficient quantity of the gaseous vapours into the lungs. The effects of absorbing gaseous alcohol through the respiratory system rather than liquid alcohol through the digestive system is quite dangerous. A person affected by the cloud enters a state of great intoxication with all the effects that this entails. The affected person will remain intoxicated for 1d30 rounds after the duration of the spell. Once the intoxication ends, the victim will be returned to a normal state (he does not have to slowly recover from the intoxication). The only possible reminder of the intoxication would be a hangover (see the Net Alcohol Guide for more information) if a saving throw versus poison is failed.
If the cloud of alcohol comes in contact with a flame, it explodes. Anything in the cloud will suffer 2d10+10 points of burn damage. The explosion will reach out a number of feet equal to five times half the wizard's level. Anything that is in the explosion area of effect will suffer 1d10+5 points of burn damage. For example, a 10th-level wizard casts the spell and creates a 50-foot cubic cloud that comes in contact with a candle flame. Anything in the cloud will take 2d10+10 points of burn damage. The explosion will reach anything that is 25 feet away from the cloud which will suffer 1d10+5 points of burn damage. Unfortunately, the wizard was within 10 feet of the cloud and suffers 8 points of damage. With regards to the fiery explosion, please note that flammable materials will continue to burn after the explosion takes place.
At tenth level, a wizard has the option of igniting the cloud. If the wizard opts to do this, casting time is 6 rounds. Upon completion of casting the spell, the cloud will travel its course until the last round of the spell's duration. At this point, the cloud is ignited and explodes as described above.
At the very low temperature of -170?F, the cloud of alcohol will freeze solid. There will be few times that the wizard would find himself in such a situation. However, the wizard may find himself in a situation where the temperature drops to below 0?F. In this case, the cloud of alcohol will begin to turn into liquid form. The spell is rendered virtually useless as far as its combative intent goes. However, the cold liquid form of alcohol may serve a more important purpose. A lot of pure, smooth alcohol can be produced for consumption. This spell which seems to be nothing more than an offensive weapon could perhaps enable alcohol production in places where grain can't be grown or where fermentation is difficult due to weather or temperature. Thus, DMs may want to introduce this spell in an Arctic climate as a creative way of producing alcohol. Then, a character may or may not learn of the spell's full offensive potential.
Note that the cloud of alcohol disperse once the duration of the spell ends. However, any liquid or solid forms of the alcohol will permanently remain after the spell ends.
The main material component is a finely-crafted glass snifter (a pear-shaped goblet with a narrow top) which remains after the spell is cast. Other material components, which are consumed when the spell is cast, are a pint of pure alcohol and a small ice cube. A wizard using the ignition option must have a pinch of dung from a milwaukee.

