Alcohol and Intoxicants

Drinking Alcohol

Students are reminded that intoxication does not excuse poor academic performance.

Magical Drugs & Substances

Any student who consumes drugs, magical stimulants, or unknown substances must:

Magical Intoxicants Table

d100 Effect
01–02 You swear the mushrooms are whispering secrets of the multiverse. Make an Intelligence (Arcana) check; on a 15+, you actually learn a minor magical fact.
03–04 Your pupils dilate into spirals. You gain advantage on Insight checks but disadvantage on Perception for 1 hour.
05–06 You can taste colours. All food is now “too loud.” Disadvantage on Concentration checks for 1 hour.
07–08 You see faint music notes in the air; any background noise sounds like a symphony. Performance checks gain advantage.
09–10 You feel incredibly connected to plants. Speak with Plants as per the spell for 10 minutes.
11–12 You are convinced everyone around you is a disguised animal. Paranoia check: make a Wisdom save (DC 13) or treat everyone as an illusion for 10 minutes.
13–14 You begin levitating 1 foot off the ground uncontrollably for 5 minutes. It’s chill.
15–16 Everything moves slightly slower. Gain +2 AC for 1 minute as your reflexes heighten, then suffer 1 level of exhaustion.
17–18 You gain an irresistible urge to narrate your thoughts out loud like a prophecy.
19–20 Your eyes glow faintly. You can see invisible creatures for 1 minute — and they can see you.
21–22 The smoke forms shapes of your recent memories. Everyone nearby sees them too.
23–24 You giggle uncontrollably. Wisdom saving throws are made with disadvantage for 10 minutes.
25–26 You grow spectral mushrooms from your shoulders. They shed dim light in a 10ft radius for 1 hour.
27–28 Your heartbeat syncs with ambient sounds — drums, footsteps, thunder — it’s oddly powerful. Advantage on Intimidation for 10 minutes.
29–30 You think you’ve unlocked telepathy. You haven’t. But roll d20 — on a natural 20, you actually connect minds for 1 round.
31–32 You feel your soul briefly leave your body and look down at yourself. Gain advantage on your next Wisdom (Perception) check.
33–34 Everything tastes like honey for 24 hours. Permanent preference acquired.
35–36 A minor fey entity finds your vibe hilarious and follows you invisibly for the next hour. Mischief may ensue.
37–38 You hallucinate your reflection arguing with you. It gives surprisingly good advice.
39–40 You sneeze glitter. Constantly. Until you take a short rest.
41–42 The floor becomes “too wobbly.” Must make a Dexterity saving throw (DC 10) or fall prone.
43–44 You are absolutely certain you can talk to rats. (You cannot — unless your DM says otherwise.)
45–46 You leave behind faint, glowing footprints for 10 minutes.
47–48 You experience “mushroom time dilation.” 10 minutes feels like an hour. DM describes the world in slow motion.
49–50 For 1 hour, you emit the faint smell of petrichor and moss. Most animals like you.
51–52 You can see your own heartbeat as faint pulsing lines of light. It’s kind of beautiful.
53–54 Your voice echoes like you’re in a cave. Great for dramatic speeches.
55–56 The world pulses in rhythm with your breathing. Advantage on Constitution saving throws for 10 minutes.
57–58 Your hair or fur changes color to something vibrant (roll a d8 color) for 1d4 days.
59–60 You swear your shadow waved at you. Make a Wisdom save (DC 14) or it continues to move independently for 1 hour.
61–62 You briefly understand the secret name of a nearby object. Gain 1d4 temporary hit points.
63–64 For 10 minutes, you emit faint spores that smell like cinnamon and cause mild giggles.
65–66 You become hyperfocused on a single mundane detail (e.g., a rock, your hand). Disadvantage on Perception.
67–68 You see everything outlined in neon. Advantage on Investigation for 10 minutes.
69–70 Nice. You feel warm, safe, and loved. Charm effects automatically fail against you for 1 hour.
71–72 You hear whispers of potential futures. Gain +1d4 to your next saving throw.
73–74 For 10 minutes, your laughter causes small, harmless bursts of wild magic (DM’s choice).
75–76 Your skin shimmers faintly with colors of an aurora. Advantage on Persuasion checks.
77–78 You forget how doors work for 5 minutes. Complete confusion.
79–80 You become convinced you’re a cloud. You move at half speed but take no fall damage for 10 minutes.
81–82 You accidentally slip slightly into the Feywild for 6 seconds. Something follows you back.
83–84 You think your familiar (or pet) is the reincarnation of a famous philosopher.
85–86 The ground appears to ripple like water. Dexterity saving throws have disadvantage.
87–88 Your body temporarily phases translucent. Advantage on Stealth, disadvantage on Charisma, for 1 hour.
89–90 You uncontrollably hum an ancient druidic tune that seems to make flowers bloom.
91–92 For 1 hour, your touch leaves glowing fingerprints.
93–94 Your brain briefly connects to the Weave. Roll a d20 — on 20, you can cast Detect Magic once. On 1, you take 1d4 psychic damage.
95–96 You feel your heartbeat resonate with the earth. Advantage on Nature checks for 1 hour.
97–98 You become briefly omniscient and immediately forget everything you learned.
99 You ascend to higher consciousness. Roll a Wisdom saving throw (DC 18) — on a success, gain a permanent +1 to Insight. On failure, you’re convinced you’re now a tree for 10 minutes.
100 You meet your own astral projection, who critiques your life choices before vanishing. You gain Inspiration.