Alcohol and Intoxicants
Drinking Alcohol
- Each alcoholic drink requires a Constitution saving throw
- DC 10 for the first drink
- The DC increases by +2 for each additional drink
Failure will result in: - +1 Exhaustion
- Impaired judgement
- Narrative consequences at the GM’s discretion
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:
- Roll on the d100 Magical Intoxicants Table
- Effects are applied immediately
- Consequences may be beneficial, harmful, or deeply inconvenient
Repeated use may attract: - Addiction
- Academic scrutiny
- Long-term effects
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. |