Every so often a tavern keeper will find in their bar a curious purple bottle, labeled "Astral Gin" in a silver script upon a sea of stars. No one ever quite knows how it got there. No one knows where it comes from: some think it made by a mad (or alcoholic) mage, some think it a drink of the Gith, others the work of a trickster god. Regardless of it's origin, "Astral Gin" has a beloved cult (literal and figurative) following. It is an exceptionally smooth, juniper forward, gin. With some curious additional effects.
DC starts at 10, and increases by 2 on a success, by 5 on a failure. It is the same DC for all checks and saves. For each shot (1.5oz) drunk, roll a CON save. On the first CON failure, roll a WIS save. If the WIS save also fails, a random hallucination (GM decides) will appear. This effect is visible to all, not just the drinker, though it will be drawn from their memories and experiences; the effect is the same as a casting of Major Image, and lasts for 10 minutes.
On the second CON failure, the drinker, and anything they are holding, is banished to the Astral Plane for 1 minute. This effect is very similar to casting Banishment, but not exactly the same; creatures that are native to the Astral Plane will remain there, but all others will return to the plane they took a drink on, regardless of their home plane. Once this effect is triggered, it will occur on each subsequent shot the drinker takes, until they complete a short or long rest. Or pass out drunk.
Each bottle of "Astral Gin" is tied to a different, but specific, point in the Astral Sea. If a bottle changes hands, a drinker may find things that have been left behind by those who have drunk before, at the GM's discretion.
Astral Gin always comes in a a 750ml bottle. A full bottle has 17 shots, but bottles are rarely found full. Upon acquiring a bottle, roll 4d4 to determine how many shots are left. Casting detect magic on the gin will return illusion and abjuration as the schools.
Previous Versions
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10/17/2021 10:11:26 PM
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Coming Soon
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