ALCOHOL DRINK ADDITIVES Alcohol drink additives are primarily the province of alchemists. They are not potions because alcohol drink additives are not magical per se. Key ingredients in the additives are usually magical, but it doesn't take the manipulation of magic to create the additives. As with potions, the character must identify and gather the materials needed to create the additive before he can begin his work. The formula can be as straightforward or bizarre as the GM desires. Each additive does contain some important, key ingredient, but other ingredients are normal, mundane chemicals of typical of alchemy shops. The basic cost of these ingredients ranges from 20 to 100 silver pieces, GM's decision. A small alchemy laboratory will be needed as well. The basic cost for such a laboratory is at least 100 gold pieces in large cities where such equipment is typically available. A mere 1% of the laboratory's value must be paid per month to maintain equipment, replace broken items, restock minor ingredients that lose potency with age, etc.. To make a successful alcohol drink additive, a character must have the alchemy or bartending non-weapon proficiencies. A character with the alchemy NWP does not need to make a proficiency check because of his mastery of alchemy. A character with the bartending NWP needs to make a proficiency check with a -3 modifier. Failure indicates that the additive is worthless and the process must start over (i.e. get new ingredients, etc.). Table A lists the alcohol drink additives. A GM can use the table if he wants to randomly come up with an additive for a treasure horde, alchemy lab, alchemy shop, etc.. TABLE A: Alcohol Drink Additives 1 Cooler 2 Memory Stealer 3 Pink Sweet Enricher 4 Rainbow Dust 5 Something to Remember Name: Cooler Texture: Powder Special Ingredient: Brow Mold Description: When a small amount of dried powered Brown Mold is added to any drink it lowers the drinks temperature to around 50 degrees Fahrenheit. This additive is handy if there is no way to keep the drinks cold. No one should notice a change in the taste of a drink since this works on the temperature. A successful check is required of the bartenders doctor drink skill if the bartender is trying to cover up the fact that the drink is just now being chilled. The mold powder must be added before the drink is consumed. It is possible to simply add the mold if everyone knows what is going on, no proficiency check would be needed. Name: Memory Stealer Texture: Web Special Ingredient: Memory Web, Living Description: It is possible, by magic, to drain a memory web so that when added to a drink it will steal the most powerful memory from the drinker. This could be a magical spell. Important instructions or memories of a loved one. It would be up to the GM to decide, and the possibilities are limitless. Name: Pink Sweet Enricher Texture: Powder Special Ingredient: Pink elephant ivory Description: This alcohol additive causes any alcohol created from a fruit to develop a fruitier taste and become excellent in quality no matter what the quality was before. Name: Rainbow Dust Texture: Powder Special Ingredient: Rainbow Description: This pinch of bright red powder causes any alcohol to suddenly sparkle and be filled with various colors, filling the room with beams of reds, blues, violets, oranges, yellows, greens, and various other spectacular colors. Occasionally a person might distinguish some sort of object in the beams, but it is merely a hallucination. The beams give light as a continual light spell, which lasts until the potion is consumed. When a person drinks a rainbow'd drink he is filled with images of colors, putting him at rest. It is made from the essence of rainbows, captured only by leprechauns, and usually costs 500 gold pieces (or it can be taken from any leprechaun when it is caught). If the essence is mixed with dust, when it is poured into a drink it will not make any effect, but when someone drinks the drink, then that person is flooded with colors and goes insane, and some weak creatures will explode in a flash of colors. Name: Something to Remember Texture: Web Special Ingredient: Memory Web, Living Description: When added to a drink this magical web gives the drinker one short memory. There is almost no limit to what could be remembered, limited only by the GM's imagination. The memory will never be of a spell or anything complicated. There is a chance that the memory will simply be a memory of one of the web's last victims. Which, because the web is a scavenger, could be the memory of a rat, insect or other lower life forms. ----------------------------------------------------------------------- EXTRACTS FROM THE NET POISON DIGEST The following are extracts from the Poison Digest found in computer net-land. Do you self a favor and find the digest; its worth it. The compiler of the guide and the contributors are not known, but thanks is given to these creative people. Black mead - This is a clear liquid that smells like honey. It does 10-80 (10d8) damage, starts in 1 round, and runs it's course in 15 rounds. It causes disorientation (-2 to hit, damage, 30% chance of spell failure) after 20 points of damage are taken; disorientation increases in steps of 10 points (additional -1 to hit, damage, +5% to spell failure). This effect wears off in 1-3 turns after poison has run it's course. Save for half damage at -4. Budwhipper mushrooms - This mushroom powder causes advanced drunkenness, the victim will pass out and will be out in a number of rounds equal to 23 minus constitution. Any alcohol consumed over the next week will cause a relapse into the previous state. Deathwine - Odorless, colorless, burgundy liquid. Often mistaken for wine. May be used both ways, as insinuative (Blade venom) or as ingestive (Food poison). It is tremendously lethal. A save is allowed (at -5), and if it fails, death occurs in 1 round. If the save is successful, the victim still takes 25 damage, 12 points of damage in the first round and 13 points in the second round. If an antidote is to be used, it must be administered within six segments or it will not be effective. Deathwine and it's antidote are EXTREMELY RARE. This poison will effect ANY humanoid even trolls and the like. Devil-Ale - An odorless liquid, very light orange color. It does a flat 60 points of damage, starts in 1-3 rounds after ingestion, and runs it's course in 2-5 (1d4+1) turns. There is no save. An antidote is the only hope. Lhurdas - (Also known as "Yellow Death" and "Beltyn's Last Drink".) This is a wine based poison. It has a sharp dry white-grape taste and will readily mix with any such wine. It reacts with the digestive acids of the stomach (effective in any of the player races) to eat away the internal organs and tissues. Ingestion produces rapid (within two rounds) nausea, convulsions, and terrific internal cramps with burning pain. It does 1-6 (1d6) damage in the first round, 2-12 (2d6) damage in the second round, and 1-4 (1d4) damage in the third and final round. Thereafter it will do no more damage, regardless of dose, and further exposure to Lhurdas will cause discomfort and failure to heal, but no more damage. This resistance lasts for 3-25 (3d8) days. This is an ingestive poison only. Save for half damage. ----------------------------------------------------------------------- NO GUIDE IS COMPLETE WITHOUT MAGIC-ITEMS Give me a bowl of wine. In this I bury all unkindness. --- William Shakespeare from Julius Caesar I love everything that's old; Friends, time, books, and wine! --- Oliver Goldsmith Magic Item XP Value Alcohol Meter Pearl 500 Bottle Of Containment 1,750 Bottle Of Evaporation 1000 Bottle Of Fireflies 1,500 Bottle of Wine Summoning 5,000 Bull Bottle of Beer 500/2,000 Crown of Vines 3,000 Darkblood's Travel Size Distillery 2,000 Elixir of Pan 1,500 Elixir of Sobriety 7,500 Long Sword of Alcoholism --- Miller Genuine Draft Bottle 500 Mug Of Plenty 3,000 Nehara's Never-Empty Flask 1,000 Ring of Alcohol Improvement 2,000 Ring of Intoxication 100 Ring Of Intoxication Prevention 2,000 Rings Of Wedding 250 Ring of Wine Changing 200 Ring Of Wine Spoiling --- Root of the Beers 500 Runkelstein's Black Beads 500 Spit/Plaque Of Roasting 500 Spittoon Of Tidiness 500 Staff of Alcohol Pine Staff 500 Birch Staff 600 Cherry Staff 700 Oak Staff 800 Iron Staff 1,000 Sword of Continual Alcohol 3,000 Tankard of Plenty 2,500 Tome of Viticulture 5,000 Tray Of Non-Spilling 500 Wineskin of Eternity 3,000 "You Can't Out-Drink the Brewery" Flask 3,000 Alcohol Meter Pearl - This pearl will change colors relative to the alcohol level of a liquid. See the chart below for the color the pearl change to and the type of alcohol it is nearest to. The liquid may or may not be the type of alcohol listed on the chart below, but it does have the same alcohol content and effect as that alcohol. Color Equal to Ivory None Gold Beer Copper Ale Silver Wine Olive Mead Crimson Liquor Ebony Poison Bottle Of Containment - This small bottle can hold up to 20 units of any kind of fluid. A magic potion counts as one unit, as does one gallon of any non-magical fluid. The bottle keeps all its contents separate, and each may be recalled by name. However, any fluid stored must be poured from the bottle to be used. The bottle appears empty if examined. If the bottle is broken, all its liquid contents disappear. Bottle Of Evaporation - This bottle appears identical to a bottle of containment and usually functions in the same manner. However, its entire contents may disappear without warning. There is a 5% chance of disappearance any time the user attempts to remove a liquid from the bottle. Bottle Of Fireflies - This bottle appears and functions as a bottle of containment. However, when one wineskin of wine is poured into it, the bottle glows with many tiny lights and the wine is immediately consumed. The lights can be commanded to glow with any brightness desired and can light an area as small as 1 foot across or up to 120 feet in diameter. However, the bottle cannot be completely darkened except magically. The firefly light lasts 1 hour per wineskin of wine used and functions as often as desired. Bottle of Wine Summoning - If found on an adventure this bottle will most likely be empty, but it is very ornate. If checked it will give off faint magical traces. There will be writing on the bottle (GM should decide which language) that will include instructions on how to use the bottle, including the command word. When the command word is given this bottle will magically create any type of alcohol that the wisher wants. The wine will magically appear within the bottle. The wine or alcohol will always be of the very best quality, vintage, and taste. The bottle will only work once a day, so use it wisely. Once the bottle is empty there will be no more for that day. Also the alcohol or wine summoned must be real in the characters universe, nothing imaginary or from the real world. It is rumored that this magic item was originally commissioned by the great wine maker Chandon. Who wanted to be able to sample any wine that was described to him by travelers. That way if someone said that such and such a vintages from such and such a year from some far off land was very good. Chandon could quickly check it out. Bull Bottle of Beer - This interesting and sometime dangerous magical item can often be found in bars and taverns, it has been found in treasure hoards. This bottle appears to be a simple bottle of beer. But when someone opens the bottle, a magical bull will come crashing into the tavern from any large windows or a simple door. It might come from a door to a back room or through the mirror above the bar. The bull will be slightly larger than normal size. It will head directly for the holder of the beer bottle. Everyone within a 10 ft. radius will be affected by a petrifaction spell and be unable to move. There are two types of this magical bottle, the first type is more common than the second. The first type is simply an illusion. The bull will seem to avoid people on its way to the bottle. Once there it charge the person holding the bottle, but at the last instant will seem to jump into the open bottle. The second type of bottle is more dangerous, this bull is real! It will not avoid anyone in the room and will head straight for the bottle holder. Anyone who does not or can not get out of the bulls way runs the risk of taking stampeding damage from all four hooves (1d4 per hit) and goring damage (1d8). The bull will make two attempts to charge, gore and trample the person holding the bottle. It will then give up and wander away through a door and disappear. While the origins of these magical items remains a mystery. Some people believe it was originally created as a practical joke, as the non-lethal version may attest. But as will many pranks, this one can get out of hand and become dangerous. Crown of Vines - This is a clerical item, manufactured by clerics of gods of inebriation. It appears to be a circlet woven of living grapevines. The wearer of a Crown of Vines enjoys several benefits: 1) Complete immunity to hangovers, addiction, and other forms of damage caused by excessive alcohol consumption. 2) A +2 bonus to charisma with regard to others who are slightly intoxicated, a +4 bonus when moderately drunk, and a +8 bonus when greatly intoxicated (maximum 18). Anyone who considers the effects of such leadership the next day will dismiss it as a result of drinking; it's possible to lead troops out of a city wearing this item, but they're going to mutiny when they sober up. 3) Instant knowledge of the form and quality of any alcohol perceivable with any sense. Once a crown is worn, it will slowly grow more appealing to its wearer, and he or she will find it very easy to see the positive aspects of the nights of revelry. Further, they will enjoy dreams that convey information relating to the worship of the god the crown was woven with the patronage of. No explicit force will be applied against the person's personality to effect a conversion, but the knowledge will serve as a very persuasive argument. A cleric of the god to whom the crown is dedicated may receive divine messages through these dreams, vaguely like a phylactery of faithfulness, with the additional possibility of information relating to a quest (note the non-italics on quest) being bestowed in the dream. Darkblood's Travel Size Distillery - This container the perfect gift for those who love home-brew, but are often away from home for long periods of time. The container can be a pot, kettle, or flask of any size up to 5 gallons. Every 8 hours, any liquid in the pot will loose 1/2 its volume. The catch is that the water goes first. Thus, if beer containing 10% alcohol is placed in the pot, then after 8 hours it will loose 1/2 its volume, but will now contain 20% alcohol. Within 16 hours it will consist of 40% alcohol, and it will be 80% by the end of the first full 24 hours in the pot. However, if the original volume was 5 gallons, there is now only 5 pints of liquid left. Eventually any liquid left in the Distillery will be completely evaporated. When all the water is gone, some other liquid (juice, etc.) has to go next, GM's choice. Elixir of Pan - This reddish brown fluid will cause a human or a demi- human to go into a state of great intoxication for 2d6 hours. At the end of this time the effects wear off and the victim recovers without a hangover. At first this seems like a harmless enough potion. However, the absence of the hangover tends to compel anyone who has a ready supply to indulge. Some less than scrupulous alchemists can make a killing with just this one potion. Elixir of Sobriety - There are actually 2 different potions floating around by this name. The first requires components such as chicken egg yolks, cow's milk, and tomato juice. The second requires such things as basilisk egg yolks, dragon's blood, and acid from the breath of a black dragon. One or the other of these may work, or both may work in the GM's world. The first one will instantly cure drunkenness or a hangover for that instance only, it does not provide for future protection. The second one is the difficult one to create and will prevent drunkenness and hangovers for 1d6 months. Long Sword of Alcoholism - This long sword is cursed casing -4 to hit. Also, the sword causes the victim to be an alcoholic. The character's Amount Level goes to 8 and his Drinking Level goes to 5; neither can be lowered as long as the sword is in possession. Unless it is subject to remove curse, the sword will return to the owner in 1d4 rounds even if stolen. The sword is currently in the hands of Dugar RedHandle. His stats when sober are Str: 18/00, Int: 8, Wis: 8, Dex: 17, Con: 12 (was 15, but heavy drinking has lowered it), Com: 18, Chr: 15. He is a 10th level fighter when sober; less than a fighter when drunk. Besides this sword that he believes is a fine indispensable weapon, he carries a shield and wears chain mail armor. A Remove Curse is the only way to get rid of the sword. The Alcoholism will remain but can then be treated. Miller Genuine Draft Bottle - This is a normal sized bottle that appears to have beer in it. A black label around the bottle states in golden letters "Miller Genuine Draft". The bottle is sealed with a metal cap that must be twisted off. Once a person does this a strange thing happens. A 20 cubic foot area around the bottle suddenly gets a chilly temperature of 50 degrees Fahrenheit. A light snow begins to fall in the area of effect. Ten 5 cubic foot blocks of ice pop up randomly in the area of effect. Stylish, sexy music begins to play. Furthermore, a case of non-magical, excellent-quality, draft beer slides out of thin area along side the bottle opener (i.e. the person that opened the bottle). The cold effects last as long as the 24 bottles remain filled with beer. Mug Of Plenty - This device is a large clay beer mug. When a command word is spoken, it immediately fills with light or dark ale or thick mead, as the user wishes. When drained, the command word will cause it to fill again. While not particularly useful on adventures (although you would never know), this is perhaps the most popular magical item among the isles. Nehara's Never-Empty Flask - Nehara was a dwarf who was granted a couple of wishes. His first wish was used to raise a dead comrade. His second wish was "for a never-emptying flask of the strongest, best- tasting alcohol in the entire multi-universe". He wished this because he really detested water, and even bathed only in moonshine. Nehara received this flask that produces an alcohol which is magically endowed to have the projected properties of 400 proof alcohol (yes 200 proof is 100% alcohol, which is why the words "magic" and "projected" are used). Any creature drinking the magical alcohol from the flask must save vs. poison unless his/her immunity check is made. Failure indicates that the imbiber suffers 1d10+10 points of damage and becomes unconscious for 1d12+12 hours. A save indicates that the imbiber enters a state of great intoxication. Also, the imbiber develops an immunity to the alcohol. For each save the character gains a cumulative +1% to his immunity check. All creatures start out with an immunity equal to his/her Constitution score. Nehara's first shot from the flask knocked him out. Afterwards, he started to develop a tolerance that was, simply, not normal. (Because it was his wish that brought this item into existence, he began with an immunity of 90%, which he failed on his first drink.) Note: The alcohol loses all properties if not drunk from the flask. Thus, characters can not pour the alcohol out and store it each day in hopes of having a large supply of powerful elixir. The flask refills itself everyday at midnight with the magical alcohol. It is the size of a normal wineskin, and made of fine leather, albeit almost invulnerable leather. Nehara's antics with this flask are legendary. Once, Nehara was on guard duty one night and a lone kobold wandered into camp. Nehara grabbed the poor bastard and forced him to take a rather large gulp of the infernal beverage. The kobold failed his save versus poison and dropped dead (from losing 9 HP), much to the drunken dwarf's dismay. Nehara is probably best known for drinking many half-ogres under the table. The usual bet was, "I can drink more of this than you can drink," at which point the dwarf could take two or three shots, but most others would drop after the first one. Ring of Alcohol Improvement - This ring seems simply to be a +1 ring of protection and will show to be magical if checked. The special function of the ring does not become noticeable until the ring comes into contact with a container full of alcohol. At which time the alcohol in the container (mug, glass, bottle, etc.) will be turned into the very best quality possible. There is a very good chance that the character will never notice that he/she never has another bad tasting drink even in the worst pubs. Save vs. Intelligence or Wisdom at -7. Invented by a wizard who hated to pay high prices for good drinks, but could not stand the thought of drinking anything bad. Ring of Intoxication - The wearer of this ring will instantly enter a state of slight intoxication, and gradually move from that to moderately intoxicated, to greatly intoxicated, to comatose (figure one step per hour). The wearer will feel good and will not want to remove the ring (PCs wishing to remove it must make a Wisdom check). Recovery starts when the ring is removed or the wearer is comatose. Once the wearer is recovered (and if still wearing the ring), the process starts again. Ring Of Intoxication Prevention - This silver ring has a small white opal set in it. While this ring is worn, the wearer does not suffer the effects of alcohol. Rings Of Wedding - Referred to in ancient texts as the "Band of Gold", the ring of wedding is worn on the third finger of the left hand of the character. Forged only in matching pairs, the ring of wedding creates a mild bond of telepathy between the pair wearing them. Thus, a character who wields a ring of wedding and partaking in an alcoholic beverage will have a 90% chance of being known by the wearer of the matching ring. It is advisable for the ring-wearing male who practices such a ceremony with a female to make friends with a cleric who has a "Cure Heavy Wounds" spell. Ring of Wine Changing - This magical ring will always appear magical if detected for and will act as a +1 ring of protection at all times. Its special powers will not become obvious unless the hand with the ring comes into contact with a container filled with alcohol (mug, glass, bottle, etc.). At which point the alcohol in the container will be magically changed into another type of drink i.e. red wine would be changed into white wine, white wine would be changed into Champagne, beer would be turned into vodka, etc.. Of course this could lead to some problems if a character or NPC is really picky about the type of drink ordered. The first reported use of this type of magic item was when a mage was mad at the owner a local tavern. The mage constructed the ring and gave it to a Dwarven fighter who loved his one special beer. It caused no end of trouble for the tavern. The Dwarf never went back after the fight, but did discover the flaw in the ring and quickly sold it at a good profit. Ring Of Wine Spoiling - This ring simply seems to be a +1 ring of protection and will show to be magical. Its special power does not become noticeable until the ring comes into contact with a container holding alcohol (mug, glass, bottle, etc.) at which point the alcohol in the container will be spoiled (i.e. wine turned to vinegar, beer will taste like grain, etc.). There is only a small chance that the character will realize what is happening (-4 on intelligence check). This could cause interesting problems at a bar or tavern. Those Dwarfs really love their bear and ale. Root of the Beers - This is a gnarled wooden root that spans one foot if straightened out. When the root comes in contact with a pint of pure spring water, it turns the water into an excellent tasting drink of non-alcoholic birch beer or root beer, depending on the desires of the owner. This root is often accompanied with a Staff of Alcohol where it wraps around and intertwines with the gnarled staff. Runkelstein's Black Beads - These beads, created by the reformed alcoholic mage Runkelstein, are the size of a small pea. They typically come in quantities of 1d10+10. When a bead is dropped into a container of alcohol, it removes the effects typically associated with liquor consumption. Yet, the liquid retains its full body and taste (great taste, less filling). The consumer will not get drunk or have a hangover. Very useful in drinking matches and when treachery is suspected. One bead will detoxify the following: Alcohol Amount Beer 6.0 gallons Ale 4.0 gallons Wine 2.0 gallons Mead 1.0 gallons Liquor 0.5 gallons Spit/Plaque Of Roasting - Very popular in inns and taverns, these separate items both do the same thing: they roast meat without the need for a fire or other heat source. The meat must be skewered on the spit or laid out on the plaque, and a command word spoken. The user may specify the degree of roasting. Spittoon Of Tidiness - A favorite item amongst taverns and inns, this metal urn levitates one inch above the floor. Whenever anyone spits on the floor, the spittoon will move quickly and catch the expectorate. The spittoon is fast enough to travel the widest portion of the tavern floor in less than one second. Customers have played games with this spittoon by spitting at the same time. The spittoon will catch the nearest expectorate, then hit the shins of the other spitter, hard enough to bruise. Not many customers try it again after that. The spittoon will also catch any food thrown or dropped before it hits the floor. Staff of Alcohol - This ordinary looking gnarled wooden staff, often looking like a twisted walking stick, will after giving the command word and touching the top of a glass or mug magically creates an alcohol drink. The staff has a limited number of charges. It can only produce a limited type of drinks, each requiring a different number of charges. For the different types of alcohol created see charts below: Pine Staff: Beers; good quality 1 charge, very good 2 charges, excellent beer 3 charges. Birch Staff: Ale, charges as per beer. Cherry Staff: Wines; 1 charge good white wine, 2 charges excellent white wine, 3 charges good red wine, 4 charges excellent red wine. Oak Staff: Whisky 1 charge, vodka 2 charges, schnapps 3 charges. Iron Staff: the iron staff does not have a command word you simply twist the top end until to get the desired type of drink. The iron staff is not twisted, it is arrow straight. All drinks created are excellent quality. Beer 1 charge, Ale 2 charges, White wine 3 charges, Red wine 4 charges, champagne 5 charges. Sword of Continual Alcohol - This is a large sword which has a crystal blade. The handle is made of gold, with two needles coming out of one side. The blade is divided into two portions, one being around the hitting edge and the other every where else. The blade is also always filled with a black liquid, which is known to be alcohol. When a person picks up the sword the needles in the hilt inject into his hand, injecting alcohol into his bloodstream. This will cause the bearer to have fits of enrage, 18/00 strength, and some bad habits, 3 charisma. When the bearer scores a hit, there is a chance that the alcohol around the hitting edge will be injected (in the same manner) into the opponent's blood. The alcohol around the hitting edge is 100% pure alcohol, and will kill anyone instantly. When the sword runs out of alcohol, the bearer may fill it, in whatever way he can, as he is addicted to it. Tankard of Plenty - This tankard is a dwarf's (and other alcoholic's) dream. Any non-magical, alcoholic liquid placed in this tankard will be kept fresh for the duration that it is in it. The tankard is made of iron, silver, and ivory (from an unknown beast). It's lid is made of silver, and can be opened by it's flip-top thumb press. Hanging from the underside of the lid, is a silver chain that has on the end of it a small stone of a volcanic nature. The stone hangs just off the bottom of the tankard when it is closed. Any non- magical, alcoholic liquid that is in the tankard will completely cover the small stone when the lid is closed. The next time the tankard is open, it will be filled to the brim with the liquid. Thus you need buy just one drink at a tavern for a whole night's entertainment. The lid is not airtight, and so the tankard cannot be used to store liquid during travelling. If it is used in this way, then all the thirsty adventurer will find is an empty tankard and a soggy backpack. Tome of Viticulture - If read in one sitting, this tome will magically give the reader great knowledge in grape growing and wine making. The character will have the equivalent Intelligence of 19 for determining the best type of grape to grow in an area and the best piece of land to chose. The character will instinctively know when the grapes are at the right ripeness for the type of wine the character wants to make. The character will know at just the right moment to press, bottle, and ferment the wine. The character will also know exactly when the wine has fermented long enough. The character will know how to correctly store and turn the wine while it is fermenting. The character will be able to tell how long the wine will remain a good vintage. The character will have a bonus of +4 when trying to determine if a wine was from a good vintage or not. The character has a bonus of +4 for creating a good or great vintage for a particular year. The magic tome must be reread each year to continue to receive the full bonus from the tome. If a GM want the tome can be made more specific so that it can only benefit for the making of one type of wine. As example or to GM's taste: Red Wines: Red Bordeaux, Cabernet Sauvignon, Merlot, Petit Verdot. Champagne & Sparkling wines: Blanc de Noir, Blanc de Blancs, Sparkling Burgundy, Cold Duck. White Wines: Montrachet, Meursault, Cote de Beaune, Chablis or Petit Chablis, Macon Vire. Appetizer & Dessert Wines: Sherry, Madeira, Vermouth, Port, Marsala, Tokay. Tray Of Non-Spilling - This tray keeps its own balance regardless of the dexterity of the bearer. Only intentional upsetting will spill items on the tray. If the GM rolls to see if the character slips and falls or slips but catch his/her balance, the tray will not spill in either situation. It is assumed to have landed safely away from the character if there is a level space nearby. Otherwise, the items on the tray are indeed spilled. Wineskin of Eternity - This appears to be a perfectly ordinary wineskin. While grasped by a sentient creature, it can pour forth a thin stream of excellent wine, as if it were nearly full of such liquid; however, it cannot be opened to refill it. Strangely, it never seems to empty. Note that the flow rate on a wineskin is not high, so while you can get drunk passing it around, you're not likely to be able to pour out large quantities for sale or filling moats and so on. The Decanter of Endless Booze is a much rarer item, and you don't want to see what happens when you set it to Everclear, invoke the Geyser function, and hold out a torch. It also won't work to just upturn it to pour out its contents: someone has to be consciously getting wine out of it. "You Can't Out-Drink the Brewery" Flask -"You Can't Out-Drink the Brewery" is a figure of speech used by a senile school teacher. This flask looks at first as though it contains the empty remains of an alchemical potion. It feels light as if there were nothing in it, and in fact a closer inspection will reveal that there is nothing inside of it. However, there is a persistent sloshing noise emanating from the flask anytime it is shaken in the slightest manner. If it is tipped over into some drinking vessel, it will provide a consistent, unending source of poor quality wine. It isn't the greatest, but it is free alcohol. GM's can modify the quality of the wine, or even what sort of liquid is dispensed. Experience points and price should be based on the value of magic and alcohol in the GM's world, and exactly what sort of product is formed by the flask. PC mages wishing to create one of these themselves will want to research create water, water to wine, and cornucopia spells, along with permanency and enchant item. Yes, in most worlds some of these spells are known only to clerics, in which case a cleric/mage is the only answer. -----------------------------------------------------------------------