Consumable Crafting
Consumables are items that give temporary bonuses, as opposed to the permanent benefits of magical items. They range from potions and poisons to scrolls and food.
Potions: Alchemist's Supplies or Brewer's Supplies
Poisons: Alchemist's Supplies or Poisoner's Kit
Reagents: Herbalism Kit
Scrolls: Calligrapher's Supplies
Food: Cook's Utensils or Brewer's Supplies
You need only possess the tool to craft the respective consumable or to forage for reagents, but proficiency is still useful. Expertise in a tool may also grant further benefits in crafting.
Tools and kits can come in magical varieties, represented by the classic +1, +2, and +3. These tools give the same numerical bonus to checks made with them, and they may unlock more crafting options. Similar to weapons and armor, higher quality tools are expensive and will be reserved for the more wealthy investor. They cannot be crafted at this time. Magical tools become soulbound to the first character that uses them.
A +1 tool is Minor Rare at 1,000 gp, a +2 tool is Major Very Rare at 6,000 gp, and a +3 tool is Legendary at 10,000 gp.
Level 1
Common: DC 5 | 25 gp
Minor Uncommon: DC 8 | 125 gp
Level 3
Uncommon: DC 11 | 250 gp
Major Uncommon: DC 15 | 375 gp
Level 5
Minor Rare: DC 17 | 500 gp
Rare: DC 20 | 750 gp
Level 7
Major Rare: DC 21 | 1,000 gp
Minor Very Rare: DC 24 | 1,500 gp
Level 9
Very Rare: DC 27 | 2,000 gp
Major Very Rare: DC 28 | 2,500 gp
Level 12
Legendary: DC 30 | 5,000 gp Whether you buy or forage, you will be limited access based on your character level. If you are not at least the listed level, you cannot buy, forage, nor craft potions with the indicated rarities. This limit does not affect trading with other players. The check itself is by default an Intelligence (Nature) ability check. However, if you are proficient with a Herbalism Kit, you can roll your choice of an Intelligence or Wisdom Herbalism Kit check instead. If you posses a masterwork Herbalism Kit, you gain advantage on the check. If you purchase any reagents with Shopping, make a post in the #trading-log-and-consumables channel, @Economy stating which reagents and the total cost you bought them for. If you Forage, make the check in the channel instead. Based on that check, then make a post @Economy stating whether you succeeded or failed. If you succeeded, an Economy DM or Staff will approve and confirm that you have received the respective reagents. You receive one reagent per downtime day spent. Failure means you found nothing of use and wasted the downtime day.
Level 3
Level 5
Level 7
Level 9
Level 12
1. 50gp
2. 250gp
3. 400gp
4. 1,000gp
5. 1,400gp
6. 3,000gp
7. 3,400gp
8. 3,800gp
9. 9,000gp
To craft a scroll, you need to:Either know the spell, or be able to prepare the spell if you are a; Cleric, Druid or Paladin
Be able to cast the spell with a spell slot, racial trait, or feat
Have all expensive material components in inventory
Possess Calligrapher's Supplies
There are no ability checks involved by default, but you do pay the full value of each scroll's cost. The default rate at which anyone can craft scrolls is one scroll per crafting day and you are limited to first level spells, even for crafting scrolls from racial trait and feat spells
Each scroll weighs 1 lb.
Bard
Cleric
Druid
Sorcerer
Warlock
Wizard
Half-Casters
Paladin
Ranger
Third-Casters
Arcane Trickster
Eldritch Knight
When crafting scrolls, make a post in the #trading-log-and-consumables channel, @Economy noting which spells, how many, and the total cost
Only the original crafter can cast spell scrolls that summon or bind creatures to the caster.
Spellcasters
If the scroll is a spell not on your class spell list or cannot otherwise be cast:Casting the spell scroll requires an arcana ability check at DC 10 + the spell level.
If the scroll's spell is of a spell level higher than you could normally hard cast:Casting the spell scroll requires an Intelligence ability check at DC 10 + the spell level.
You need to pass both of the above checks to cast a spell scroll if both conditions apply. Non-Spellcasters
If you do not possess the ability to hard cast the scroll's spell, you can only attempt to cast 1st and 2nd level spell scrolls, and then:Casting the spell scroll requires an Intelligence(Arcana) check at DC 10 + double the spell level. Your spell ability modifier in this instance is always Intelligence.
Scroll Statistics
Scrolls have a set DC and attack bonus based on level, regardless of what the caster's spell casting ability modifier is. They are shown in the chart below. The casting DC only need to be made as described above.
Copying Scrolls
A Wizard spell on a spell scroll can be copied just as Spells in spellbooks can be copied. When a spell is copied from a spell scroll, the copier must succeed on an Intelligence (Arcana) check with a DC equal to 10 + the spell’s level. If the check succeeds, the spell is successfully copied. Whether the check succeeds or fails, the spell scroll is destroyed.
When copying a scroll make a post in #trading-log-and-consumables stating which spell scrolls you are copying from and make your roll there.
Flasks of holy water and strength increasing potions are not available for crafting at this time. Other alchemical adventuring gear (e.g., alchemist's fire, acid flask) can be crafted with mundane crafting.
For any posts you make in the Discord, wait for a Economy DM or Staff to confirm crafting or receiving items.
Tools and Kits
Tools and kits will have more relevance in the use of consumable crafting, as shown here:Bandoliers
When potions and scrolls are stored and carried within containers so they are safe and not at risk to be damaged by the errant fireball, or an adventurer falling on top of them. As a result of this safe storage,they are strapped into place, and it is more difficult to remove them in the heat of combat. Removing a potion or scroll from storage takes an action. To avoid this cumbersome action to remove a potion or scroll a bandolier can be used: -Bandolier (Consumables): Holds up to 3 scrolls or potions that can be pulled out with an item interaction Bandoliers are adventuring items that have a market value of 1 gp, and a weight of 1 lbs. Only humanoids can wear bandoliers, and only two bandoliers can be donned at a time, any more and they will block access to each other preventing use. Creature’s with the Powerful Build feature have more space on the body and can don an additional bandolier. It is an action to don or doff a bandolier, this action can only be performed by a humanoid. Only Bandoliers that are donned allow items to be removed as an item interaction. For scrolls and potions stored in a bandolier that are not currently donned by another creature, an action is required to remove them. As an action you can store a held potion in a bandolier. (Restocking an empty bandolier from a backpack would take thirty seconds as a result) Note: When dumping a bag of all its contents, potions and scrolls will remain within (Think of them as strapped) and still have to be removed individually. In the case of extra dimensional storage the potions will come out stored in a sack, or sacks if needed.Potions and Poisons
These consumables are those that are ingested, applied to a surface, or inhaled. For now, all potions and poisons from the official rule books are available, though there are limitations in place to prevent them from overwhelming early levels of play, or enable metagaming. Each potion weighs 2 lbs. You first must obtain Reagents, and then the crafting of the consumable afterward.Reagents
Potions and poisons require the use of reagents to be crafted. These reagents are not specified, and their descriptions are vague by design. Each reagent is associated with the potion or poison it is for, and referring to one is by this association, such as a "potion of healing reagent". You can purchase reagents from Shopping with downtime. The cost of a reagent, in this case, is the full value of the potion or poison based on its rarity. You cannot sell reagents back through Shopping once you buy them, though you may sell and trade them with other players. Alternatively, you can Forage for reagents with downtime. This does not cost any gold, but it requires an ability check, representing how well you do in finding or successfully harvesting them. The rarity of a reagent is the same as the potion or poison it is associated with. Once you've determined that, use the following list to figure out what DC you need to meet. Reagent DCs and CostsLevel 1
Common: DC 5 | 25 gp
Minor Uncommon: DC 8 | 125 gp
Level 3
Uncommon: DC 11 | 250 gp
Major Uncommon: DC 15 | 375 gp
Level 5
Minor Rare: DC 17 | 500 gp
Rare: DC 20 | 750 gp
Level 7
Major Rare: DC 21 | 1,000 gp
Minor Very Rare: DC 24 | 1,500 gp
Level 9
Very Rare: DC 27 | 2,000 gp
Major Very Rare: DC 28 | 2,500 gp
Level 12
Legendary: DC 30 | 5,000 gp Whether you buy or forage, you will be limited access based on your character level. If you are not at least the listed level, you cannot buy, forage, nor craft potions with the indicated rarities. This limit does not affect trading with other players. The check itself is by default an Intelligence (Nature) ability check. However, if you are proficient with a Herbalism Kit, you can roll your choice of an Intelligence or Wisdom Herbalism Kit check instead. If you posses a masterwork Herbalism Kit, you gain advantage on the check. If you purchase any reagents with Shopping, make a post in the #trading-log-and-consumables channel, @Economy stating which reagents and the total cost you bought them for. If you Forage, make the check in the channel instead. Based on that check, then make a post @Economy stating whether you succeeded or failed. If you succeeded, an Economy DM or Staff will approve and confirm that you have received the respective reagents. You receive one reagent per downtime day spent. Failure means you found nothing of use and wasted the downtime day.
Crafting Potions and Poisons
By default, you can craft 1 potion or poison with 1 reagent per crafting day spent. This can change based on a few factors, described below. When you craft, you will make a post in the #trading-log-and-consumables channel, @Economy stating which potion or poison you are crafting. Wait for approval from a Economy DM or Staff before you add the potions or poisons to your inventory.Tool Proficiency
If you are proficient in the tool required for potions or poisons respectively, you can use 2 reagents per crafting day instead.Tool Expertise
Expertise with the tool required for potions or poisons respectively allows you to craft potions or poisons of a higher tier level than normal. Example: A level 9 character with expertise in a poisoner’s kit would allow them to craft Purple Worm Poison, which normally requires level 12, despite not meeting the standard level requirement.Magical Tools
You can craft 1 extra potion or poison per reagent with each crafting day for each +1 on your tool or kit. Example: If you are proficient with alchemist's supplies and possess +1 alchemist's supplies, you can use two reagents with 1 crafting day, crafting 2 potions with each one, for a total of 4 potions in a crafting day.Potions and Poisons List
Level 1Common Potions
Potion of Climbing
Potion of Healing
Bottled Breath
Common Poisons
Basic Poison
Assassin's Blood
Minor Uncommon PotionsPhilter of Love
Potion of Animal Friendship
Potion of Water Breathing
Potion of Growth
Minor Uncommon Potions
Uncommon Potions
Potion of Fire Breath
Potion of Greater Healing
Uncommon Poisons
Truth Serum
Drow Poison
Serpent Venom
Essence of Ether
Potion of Poison
Major Uncommon PotionsPotion of [Damage Type] Resistance
(Acid, Bludgeoning, Cold, Fire, Force, Lightning, Necrotic, Piercing, Poison, Psychic, Radiant, Slashing, and Thunder)
Oil of Slipperiness (1 Hour)
Major Uncommon Poisons
Carrion Caller Mucus
Malice
Pale Tincture
Oil of Taggit
Burnt Othur Flames
Major Uncommon Potions
Minor Rare Potions
Potion of Clairvoyance
Potion of Diminution
Potion of Gaseous Form
Potion of Mind Reading
Minor Rare Poisons
Torpor
Wyvern Poison
Rare PotionsElixir of Health
Healer’s Brew - Requires faction with Naga Brewery
Oil of Etherealness
Potion of Invisibility
Potion of Superior Healing
Reverant Brew - Requires faction with Naga Brewery
Weak Oil of Sharpness
Rare Potions
Major Rare Potions
Potion of Heroism
Potion of Beast Mind Control
Potion of Invulnerability
Major Rare Poisons
Midnight Tears
Minor Very Rare PotionsPotion of Longevity
Minor Very Rare Potions
Very Rare Potions
Potion of Flying
Oil of Sharpness
Major Very Rare PotionsPotion of Supreme Healing
Major Very Rare Potions
Legendary Potions
Clarity Brew - Requires faction with Naga Brewery
Potion of Speed
Potent Oil of Sharpness
Tranquil Brew - Requires faction with Naga Brewery
Legendary Poisons
Purple Worm Poison
Scrolls
Scrolls as craftable consumable are the least straightforward of the three types First, the costs have been altered to the following list. Scroll Spell Levels and Costs1. 50gp
2. 250gp
3. 400gp
4. 1,000gp
5. 1,400gp
6. 3,000gp
7. 3,400gp
8. 3,800gp
9. 9,000gp
To craft a scroll, you need to:
Tool Proficiency
However, if you are proficient with calligrapher's supplies, the rate at which you can craft scrolls is instead a combined spell level equal to half of your caster level, rounded up, using a spell slot or mystic arcanum, but up to a maximum equal to your proficiency bonus. Spell levels are additive.Tool Expertise
Expertise in calligrapher's supplies increases the spell level you can craft by 1, which bypasses the proficiency bonus limit Example: A 7th level cleric without proficiency could only craft a single first level scroll. But with proficiency, they can craft a number of scrolls per day of a combined spell level up to half their caster level rounded up. which in this case would be up to 4 spell levels, but then limited by the proficiency bonus of 3. With expertise, the number would instead be 4 spell levels. For half-casters and third-casters, the caster level is a half or a third the respective class level, rounded up. Example: A level 10 eldritch knight would have a caster level of 4 Full-CastersMortals cannot craft a scroll of wish
Using Scrolls
Scroll functionality is covered in Verumese Mechanical Rules, but will be summarised here for reference. Failure to make any of the appropriate skill checks will cause the casting to fail and the scroll to be destroyed.If the scroll is a spell not on your class spell list or cannot otherwise be cast:
If the scroll's spell is of a spell level higher than you could normally hard cast:
You need to pass both of the above checks to cast a spell scroll if both conditions apply. Non-Spellcasters
If you do not possess the ability to hard cast the scroll's spell, you can only attempt to cast 1st and 2nd level spell scrolls, and then:
Scrolls have a set DC and attack bonus based on level, regardless of what the caster's spell casting ability modifier is. They are shown in the chart below. The casting DC only need to be made as described above.
Spell Level | Save DC | Attack Bonus | Spell Ability Modifier | Caster DC to Cast | Non-Caster DC to Cast |
---|---|---|---|---|---|
1st | 13 | +5 | +3 | 11 | 12 |
2nd | 13 | +5 | +3 | 12 | 14 |
3rd | 15 | +7 | +4 | 13 | Impossible |
4th | 15 | +7 | +4 | 14 | Impossible |
5th | 17 | +9 | +5 | 15 | Impossible |
6th | 17 | +9 | +5 | 16 | Impossible |
7th | 18 | +10 | +5 | 17 | Impossible |
8th | 18 | +10 | +5 | 18 | Impossible |
9th | 19 | +11 | +5 | 19 | Impossible |
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