Alcohol Rules


When a character consumes alcoholic beverages in excess, they go through gradual states of intoxication. Characters can consume one drink per 6 points of Constitution, per hour, without having to make any checks. This assumes that a single 12-ounce serving of beer, a single 4-ounce serving of wine, and a single 1-ounce shot have roughly the same alcohol content, though some drinks may differ (some wildly). Teetotalers can only manage one drink per 8 points of Constitution, though a few months of drinking often fixes that. As soon as this ratio of beverage/time is exceeded, characters must make Fortitude saves for each alcoholic beverage to avoid becoming intoxicated.

The base DC for the first Fortitude save is 10 and each additional serving of alcohol gives a cumulative +2 to the Fortitude save DC. Drinks with a higher alcohol content, that naturally disagree with a character’s race, or of a type unfamiliar to the character (such as Keldon Blood Brew, likely in all three instances there) can have have a somewhat higher base Fortitude save and can increase the Fortitude save slightly faster (DM discretion, mystical concoctions may vary wildly). Teetotalers suffer a -4 penalty on this save. A character’s size can also modify this save.

Table: Size Modifiers for Alcohol Save DCs
Size Modifier
Fine +16
Diminutive +8
Tiny +4
Small +2
Medium 0
Large -2
Huge -4
Gargantuan -8
Colossal -16

When a character fails their Fortitude save they are in a state of intoxication. If a character continues to consume and fail their Fortitude save, their state of intoxication will increase. There are five states of intoxication. Any time a character fails a Fortitude save which would progress them past Slight intoxication, they can opt to vomit. This grants the drinker a +4 bonus on the save, but renders the drinker fatigued and gives them a -2 penalty on Fortitude saves vs alcohol until the character has had a full nights rest. Further vomiting before rest increases the penalties of fatigued by 2 (but does not render the character exhausted) and increases the penalty to Fortitude saves by 2.

Table: State of Intoxication
Effects on… Slight Moderate Complete Severe
Dexterity 0 -1 -3 -6
Intelligence -1 -2 -4 -6
Wisdom -1 -3 -6 -8
Charisma 0 -1 -3 -6
Base Attack 0 -1 -2 -4
Damage Resistance 0 0 +1 +2
Concentration -2 -4 -8 -12
Spell Failure 0% 15% 30% 45%

Note: The innate chaos of Wild Mages allows them to cast even while drunk. Instead of increasing spell failure chance, they increase the number of potential wild surges on their chaos die equal to their % failure divided by 5. So, a moderately drunk Wild Mage would add 3 additional numbers to their chaos die. Unsurprisingly, drunken wild surges tend to be particularly unpredictable.

The fifth state of intoxication not listed on the chart above is Unconsciousness. If the character manages to drink enough to surpass the Severe state of intoxication they end up down for the count and sleep it off for the next 1d6+6 hours.

The Hangover

The next morning the character needs to make a Fortitude Save according to how intoxicated they got the night before.

Table: Hangovers
State of Intoxication DC
Moderate 10
Complete 15
Severe 20
Unconscious 25

For the following day the character suffers from a hangover according to how much they miss their Fort save. If the character fails by 5 or less he is affected as if he were two states of intoxication less than what he managed to achieve the night before. Thus, if the character drank until he was severely drunk, he would then suffer -1 Dex, -2 Int, -3 Wis, -1 Cha, -1 Base Attack, -4 Concentration, and Spell Failure depending on his casting type while suffering from a hangover. If the character misses by more than five they are affected as if he were one state of intoxication less than what he managed to achieve the night before. Thus, the same party-animal character that drank until he was severely drunk would then suffer -3 Dex, -4 Int, -6 Wis, -3 Cha, -2 Base Attack, -8 Concentration, and Spell Failure depending on his casting type while suffering from a hangover. Success indicates the character has no hangover.

Magical Mitigation of Alcohol

Unlike normal poisons, alcohol is not affected by neutralize poison, nor does immunity to poison or most resistances to poison aid you against the effects. Lesser restoration can remove the fatigue and Fortitude save penalty vs alcohol from vomiting. Restoration and heal will reduce the effects of intoxication by two stages, mitigating the effects of both hangovers and drunkenness (in addition to removing the penalties for vomiting). Racial resistances to poison, such as the Dwarves and Shapeshifters +2 racial bonus against poison, also carries over to alcohol. Creatures with a racial immunity to poison (or class ability that grants immunity to poison) will have a bolstered resistance to intoxication equal to 2+their hit dice.

Alcohol Rules

Skies of Glass Planeswalker Ganny