Cloud of Great Intoxication
(Alteration, Evocation)

Range:  100 yards
Components:  V, S, M
Duration:  2 turns per level
Casting Time:  1 round
Area of Effect:  One 60-foot cube
Saving Throw:  None

This spell is similar to the 5th-level cloudkill. It will create a large blue and pink billowing and churning cloud. The cloud will move away from the caster at a rate of 10 feet per round. The cloud will move along the ground at the caster's direction. A light wind will not affect the movement of the cloud as long as the wizard is concentrating on the spell. A medium strength wind will slow or change the direction of the cloud no more than one foot per round in any direction as long as the wizard concentrates on the spell. A strong wind will disperse the cloud after 5 rounds, unless the caster makes a successful Intelligence check to keep the cloud together and under control. A very strong wind will disperse the cloud after 2 rounds, but if a saving throw is made, the cloud remains, but the caster cannot control the spell for that round. The caster must be spending all his concentration on keeping the spell active. Heavy vegetation will slow the cloud to one half speed but will not cause it to disperse.
All creatures enveloped by the cloud are affected. All such creatures are put into an alcoholic coma unless they make a saving throw versus poison (see the Net Alcohol Guide for more information). A successful saving throw means the creatures become greatly intoxicated. Any creature over 10+1 HD or higher may save versus poison at +2.
For each round spent in the cloud, a creature must save versus poison or become comatose. For each round beyond two spent in the cloud any creature or character must save at a cumulative -1 per round, and after four rounds magic resistance is reduced by 5% per round spent enveloped by the cloud. The power of this spell is such that even creatures or persons immune to the effects of alcohol, magical or otherwise, are affected by this spell after five rounds. There are no racial or weight modifiers to this spell (see the Net Alcohol Guide; it is recommended that DMs use the optional drunk disposition rule for cases of great intoxication).
The effects of this spell are such that it extends the time needed to recover from a state of intoxication. For someone who became comatose, add 10 hours to the recovery time. Once the state of great intoxication has been reached, it takes an additional 6 hours to recover. Once someone has moved to moderate intoxication, it takes an additional 5 hours to reach a state of slight intoxication. It takes an extra 2 hours to return to normal. Using stimulants to speed recovery is possible, but if the Constitution check is failed, add another thirty minutes to the recover time of to this stage of intoxication. Magical stimulants can be used with no ill effect. The spell also extends the time needed to recover from a hangover by 2d6 hours and makes the effect of the hangover twice as severe. Obviously, this is a potent spell which in the right hands could waylay a small army. The DM must be wary of how this potent magic is used.
The material components for this spell are some dried grape skins or a sprinkling of the best hops, which must both come from a once-in-a-century harvest. The third and most important component of this spell is the blue breath of a content alcohol dragon, without which this spell will not work.

