Cloud of Intoxication
(Alteration, Evocation)

Range:  10 yards
Components:  V, S, M
Duration:  1 round per level
Casting Time:  5
Area of Effect:  One 16-foot cube
Saving Throw:  None

This spell is similar to the spell cloudkill of the same level. This spell will create a large rose and white flowing and churning cloud. The cloud will move away from the caster at a rate of 10 feet per round, rolling along the ground in the direction originally dictated by the caster. A wind might change the direction of the cloud. A strong wind will disperse the cloud in two or three rounds. A very strong wind will disperse the cloud immediately. Heavy vegetation will slow the cloud to one half speed and cause it to disperse after two rounds.
All creatures enveloped by the cloud must be compared with the caster according to their Hit Dice or level to determine the effect the cloud has on the creature or character. A creature with 3+1 HD will immediately become greatly intoxicated. All creatures from 4+1 to 6+1 HD will become moderately intoxicated and all creatures of 7+1 and greater Hit Dice will become slightly intoxicated. Any creature over 11+1 HD or higher must save versus poison to avoid becoming slightly intoxicated. Each round spent in the cloud increases the chance of high and medium Hit Dice creatures to become more intoxicated and greatly intoxicated creatures to become comatose. For each round spent in the cloud a creature must save versus poison or reach the next higher level of intoxication. For each round beyond four spent in the cloud, any creature or character must save at a cumulative -1 per round. There are no racial or weight modifiers for to this spell (see the Net Alcohol Guide for more information; 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 will extend the time needed to recover from a state of intoxication. For someone who became comatose add 5 hours to the recovery time. For great intoxication add 4 hours. For moderate intoxication add 3 hours and for slight intoxication add 2 hours to the recovery time. Using stimulants to speed recovery is reduced by one half effectiveness unless magical stimulants are used. The spell also extends the time needed to recover from a hangover by 1d4 hours.
The material components for this spell are some dried grape skins from an exceptional vintage or a sprinkling of the best hops.

