Continual Drunkenness
(Alteration, Enchantment/Charm)

Range:  10 yards
Components:  V, S, M
Duration:  Permanent (until dispelled)
Casting Time:  1 round
Area of Effect:  One creature
Saving Throw:  Negates

This spell can be directed at any creature who looks the caster in the eyes. The caster's eyes look watery and swirly at the completion of the casting, at which time the gaze can be used. The creature gets a saving throw versus poison at -3 to escape the effects (if so, the spell is not dissipated, rather, it remains active until one creature is affected). A creature failing its saving throw is made mystically drunk, and will remain so indefinitely; an analysis of the being's aura or any magic designed to detect charms reveals the spell's existence.
The priest spell cure drunkenness negates it for as many turns as the casting priest has levels, but after this time, the effect returns. The creature's level of inebriation is determined by the caster's level (see the Net Alcohol Guide for more information):

	Wizard's Level	Degree of Drunkenness
	3-5	Slight
	6-9	Moderate
	10+	Great

Gaze reflection or a mirror may be able to make the spell backfire on the caster. In this case, the degree of mystical drunkenness is one less than normal. For example, if the 10th-level wizard Farsharn has the spell reflected upon himself by Rath's nimble application of a mirror, then Farsharn won't be greatly drunk, but only moderately so. If this would reduce it below slight, then do not reduce it; it always has at least slight effects. To rid oneself of these effects, a successful dispel magic or remove curse is enough.
The material component is a handful of hops and a chip of glass.

