(Unless you say otherwise, I'm going to assume your character is a dwarf.)
You are all recently graduated students of the Wizarding College Thortithbomrek (Spellwhipped).
As is tradition, you've all decided to go on a Pub Crawl, starting at this place: Fikodtangak (Glazedspot). Strike the booze!
Eight fully realized wizards make their way through the door and take it all in. The bar is a rather small one, and there are only 5 other occupants other than yourselves. 13 people occupy this room now in other words, a worrisome number. Most notable is the barkeep, who holds a curious twisted staff with a golden hue. He appears to be cleaning a perpetually dirty set of
glasses mugs, as cliche bartenders are wont to do. He nods, recognizing you all. "What's your poison?" Behind the man is a wide array of beverages. Beers, Ales, Wines, Rums, Scotches. Whiskey too, naturally. There's even some Absinthe.
Name: Ein Parsons
Health:
Mana: 5/5
Drunkenness: 0
Spellcasting: +2
Items:
Twisted Staff
Spells:
-Physical Return to Before: Makes the target become as it was in a specified time in the past. Resisted by living things. 1 Mana.
-Conjure Chosen Refreshments: Creates food and drink based on what the caster wants. Creating alcohol this way is difficult. 1 Mana.
-Get out of my bar!: Target(s) are teleported far away from the casters location, provided that said location is a bar or pub the caster owns. 1 Mana.
Health:
Mana: 5/5
Drunkenness: 0
Spellcasting: +2
Spells:
-Chain lightnings: Fire bolt(s) of lighting that spreads to nearby targets. Indiscriminate targeting. 1 Mana.
-Animate undead: (Re)animates a corpse or skeleton. 1 Mana. May have multiple targets.
-Detect whiskey: Informs caster of nearby whiskey. High rolls detect other alcohol as well.
Health:
Mana: 5/5
Drunkenness: 0
Spellcasting: +2
Spells:
-Liquidize Organic Material: Turns living or formerly living things into liquid. Tends to be resisted. 1 Mana.
-Become Canine: Target temporarily becomes an animal of the genus Canis. High rolls mean stronger animals or choice of animal. 1 Mana.
-Aid Sleep: Target becomes more drowsy. 1 Mana.
Health:
Mana: 5/5
Drunkenness: 0
Spellcasting: +2
Spells:
-Conjure Whiskey inside Target: Quantity, quality, and danger vary. May be resisted. 1 Mana.
-Conjure Mug: High rolls make better mugs. Better mugs may reduce Drunkenness received. 1 Mana.
-Boil Alcohol: Boiling alcohol inside a living thing may be difficult. 1 Mana.
Health:
Mana: 5/5
Drunkenness: 0
Spellcasting: +2
Spells:
Animate Booze Construct: Animates a dead wizard's corpse under caster's control. It only has its cheapest spell that it had in life available to it (randomly picked from its cheapest spells, if there was a tie). It begins unlife with half health, 5 Mana, no Drunkenness, and no innate bonus to spellcasting. It loses one mana per turn and dies if it ever reaches zero mana. Former booze constructs cannot be reanimated. If a booze construct kills a mage, the random spell goes to the booze construct's creator, not the booze construct (unless the booze construct is its own creator or the booze construct's creator is dead, in which case the spell goes to the booze construct). 3 Mana. Don't expect most of these things to be true if you roll low.
-Inebriation Ray: Forces a target to suffer the same effects that they would undergo if they drank an average bottle of booze (+5 mana, +1 Drunkenness). Works on things that can't normally drink booze. 1 Mana. Difficult to target self.
-Contingency: When a certain condition is met (set by pm when this spell is cast), a spell that the caster of this spell knows (which must be paid for and chosen by pm when Contingency is cast) comes into effect. Only one Contingency per caster may be in play at once, although Contingencies persist after a caster's death. Mana cost varies from 1-3 Mana before spell choice based on complexity.
Health:
Mana: 5/5
Drunkenness: 0
Spellcasting: +2
Spells:
-Dispel magic: Removes magical effects on target. Roll must usually at least equal the roll that created the magic to succeed. 1 Mana.
-Fireball: Higher rolls increase power and area of effect. 1 Mana.
-Cure light wounds: Higher rolls cure more effectively. 1 Mana.
Health:
Mana: 5/5
Drunkenness: 0
Spellcasting: +2
Spells:
Summon Skeleton Warrior/Archer/Rogue: 1 Mana. Unless high roll, type is chosen at random.
Banshee's Scream (Type of damage is Sonic/Morale, can blow off limbs/explode eardrums/brain and/or make the target panic for one turn) 2 Mana. Low rolls may damage user.
Charm Person: Makes target more amenable to caster. Works best on NPCs. 1 Mana.
Health:
Mana: 5/5
Drunkenness: 0
Spellcasting: +2
Spells:
Magic Shield: Conjures a physical shield with magical properties for the caster. 1 Mana.
Throw Magic Fire Shield: Lights a Magic Shield on Fire and launches it at high speed. 1 Mana.
Magic Shield Wall: Creates a defensive magical wall to protect the user. May protect nearby allies as well. 1 Mana.
Health:
Mana: 5/5
Drunkenness: 0
Spellcasting: +2
Spells:
- Giant Crushing Bone: Summons a giant bone above the target to crush them. 1 Mana.
- Summon Giant Golden Buddha: Conjures an animated Giant Golden Statue of the Buddha. Level of caster control depends on roll. 2 Mana.
- Ancient Egyptian Laser: Can be amplified if fired using an appropriate item. 1 Mana.
(More powerful booze has a chance to increase drunkenness by two. Things like Absinthe or Moonshine almost always do this, but give 10 Mana to compensate. Since I'm feeling rather silly at the moment, everyone can pick a favorite drink. This drink may them give an extra point of Mana, or have a chance to increase Drunkenness less.)