Beeromancy
If you have one or more wizards in your army, your highest level wizard must roll for one spell from the beeromancy table, in addition to rolling his regular spells.
Lore Attribute: Take a drink when you cast or dispel with this lore.
Double Vision: The caster causes his enemy’s buzz to momentarily heighten, making it near impossible to swing their swords or shoot straight, or to pass a sobriety test.
For this turn all drinking penalties are doubled for the opponent. 10+
Liquid Confidence: The caster’s allies become stronger and more clever than they have ever been before, although not really, and the hangover probably won’t be worth it.
Your opponent treats successful charges as failed charges for the purpose of drinking, with the total distance of the charge for the number of drinks. 9+
The Spins: The Beergods heed the caster’s call to turn the entire enemy’s ale into boiler makers. The increased strength of these drinks causes unexpected blackouts, dizziness, and bringing home fat chicks. The opponent must finish their drinks. 12+
Skunky Brew: The wizard is either very clever or has had too much to drink and attempts to amass the Beergods favor by drinking heavily, therefore causing the gods to curse their enemy for not drinking enough. Enemy troops suffer the wrath of the gods themselves, having their power sapped and being banned from their favorite tavern.
Your opponent takes an additional D6 drinks for losing combats this turn. 9+