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.  
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:
  • 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.  


    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.  


    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 Costs
    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.

    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 1
    Common Potions
  • Potion of Climbing
  • Potion of Healing
  • Bottled Breath
  • Common Poisons
  • Basic Poison
  • Assassin's Blood

  • Minor Uncommon Potions
  • Philter of Love
  • Potion of Animal Friendship
  • Potion of Water Breathing
  • Potion of Growth
  •   Level 3
    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 Potions
  • Potion 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
  •   Level 5
    Minor Rare Potions
  • Potion of Clairvoyance
  • Potion of Diminution
  • Potion of Gaseous Form
  • Potion of Mind Reading
  • Minor Rare Poisons
  • Torpor
  • Wyvern Poison

  • Rare Potions
  • Elixir of Health
  • Oil of Etherealness
  • Potion of Superior Healing
  • Weak Oil of Sharpness
  • Potion of Invisibility
  •   Level 7
    Major Rare Potions
  • Potion of Heroism
  • Potion of Beast Mind Control
  • Potion of Invulnerability
  • Major Rare Poisons
  • Midnight Tears

  • Minor Very Rare Potions
  • Potion of Longevity
  •   Level 9
    Very Rare Potions
  • Potion of Flying
  • Oil of Sharpness

  • Major Very Rare Potions
  • Potion of Supreme Healing
  •   Level 12
    Legendary Potions
  • Potion of Speed
  • Potent Oil of Sharpness
  • Legendary Poisons
  • Purple Worm Poison


    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 Costs
    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.  

    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-Casters
  • 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  
    Mortals 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.
  • 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.  
    Spell LevelSave DCAttack BonusSpell Ability ModifierCaster DC to CastNon-Caster DC to Cast
    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.  

    Scroll Modifiers

    Scroll Modifiers are ways to diversify the use and application of spell scrolls. These modifiers won't be available to craft for everyone but will give agency to particular spellcasting classes.   Adding these to a scroll takes 1 downtime day for each modifier added, you pay the respective gold cost all at once, and you spend the downtime days in tandem with the crafting day used for the scroll. You cannot add a modifier to a scroll once it has been crafted.   For each +1 on your calligrapher's supplies, you can add that many modifiers to a spell scroll. Therefore, you need +1 tools to add one modifier, +2 to add a second modifier, and +3 to add a third modifier.   Only the original crafter can cast a scroll with modifiers.  

    Non-Lethal Casting

    A scroll with the Non-Lethal Casting modifier can only be placed on a spell that deals damage. Whenever the damage from this spell scroll brings a creature to 0 hit points, it will knock the creature unconscious instead.
  • All spellcasting classes can craft this modifier
  • The cost to craft is 25% of the modified spell's spell level cost
  • Altered Elements

    A scroll with the Altered Element modifier can only be placed on a spell that deals non-physical damage. You change all the non-physical damage types mentioned in the spell to one that is available to you based on your spellcasting classes. Spells that let you choose the damage type cannot have this modifier.
  • All spellcasting classes can craft this modifier
  • The cost to craft is 50% of the modified spell's spell level cost
  • Altered Elements List
  • Arcane Trickster: All non-physical damage types
  • Bard: Force, Thunder, Psychic
  • Cleric: Radiant, Necrotic, Fire
  • Druid: Acid, Poison, Lightning
  • Eldritch Knight: Force, Fire, Cold, Lightning, Thunder
  • Paladin: Radiant, Necrotic, Fire, Thunder, Psychic, Force
  • Ranger: Force, Poison
  • Sorcerer: Force, Fire, Cold, Lightning, Acid, Thunder
  • Warlock: Psychic, Necrotic, Force, Thunder
  • Wizard: Force, Fire, Cold, Lightning, Acid, Thunder
  • Increased Duration Casting

    A scroll with the Increased Duration Casting modifier can only be placed on a spell that has a duration longer than instantaneous. The duration for a spell scroll made with this modifier is doubled, to a maximum duration of 24 hours.
  • All spellcasting classes can craft this modifier
  • The cost to craft is 50% of the modified spell's spell level cost
  • Increased Range Casting

    A scroll with the Increased Range Casting modifier can only be placed on a spell that has a range greater than Self or Touch. The range for a spell scroll made with this modifier is increased by half of its original range.
  • All spellcasting classes can craft this modifier
  • The cost to craft is 50% of the modified spell's spell level cost
  • Sorcerer Modifiers

    Delayed Casting

    A scroll with the Delayed Casting modifier can be used similar to a readied action. When you cast the spell, you can delay the spell by a number of rounds equal to your spell ability modifier. Decide a perceivable circumstance to trigger the spell. When the trigger is met, you can spend your reaction to have the spell go off. You must maintain concentration each round that the spell is delayed, or the spell fails. The spell automatically goes off after the last round of being delayed if the trigger was not met before then.
  • Only Sorcerers with the Extended Spell metamagic can craft this modifier
  • The cost to craft is 50% of the modified spell's spell level cost
  • Intensified Casting

    A scroll with the Intensified Casting modifier casts the spell at a higher spell level. When you modifiy the spell scroll, choose a spell slot level that you can normally cast, and the spell is cast at that level.
  • Only Sorcerers with the Heightened Spell metamagic can craft this modifier
  • The cost to craft is 50% of the modified spell's spell level cost
  • Cooking Food

    Food as consumable items is meant to give you passive benefits. Though not as immediately impactful as potions or scrolls, cooking is more accessible than the other two to everyone, while still allowing you to specialize if you so desire.   When you want to cook food, you must possess Cook's Utensils or Brewer's Supplies, and spend a downtime day or crafting day and gold to craft a Food Token. This food token will have a tier associated with it, which will determine how potent it is. You can flavor this food token to be whatever kind of dish you want when you craft it, but you do not decide the effects, the consumer chooses them when the food token is eaten. You cannot trade the food token out of session, but you are free to do so with other players during a session.   A food token expires at the beginning of each week with Arcadum's update stream at 3 pm CST. The exception to this is if you are on or slotted for a mission type that has multiple sessions. One crafting or downtime day spent cooking provides food tokens equal to the number of planned sessions of the mission you are on or slotted for, to a minimum of 1.  Example: If you are on a Major mission with 6 sessions planned, you receive 6 food tokens.   If you are not slotted for or on a mission then the default is 1 token.   The tier of the food token you can craft is based on the following:
  • The base tier is 1
  • Reaching level 5 and every 4 levels after increases the tier by 1
  • Proficiency in Cook’s Utensils or Brewer’s Supplies increases the tier by 1
  • Magical Cook's Utensils or Brewer's Supplies increase the tier by 1 per +1 of the tool
  • You can craft a food token of a tier up to the maximum available to you. For example, if you are level 5 and you are proficient in Cook's Utensils, you can craft a tier 1, tier 2, or tier 3 food token.   When you want to craft a food token, make a post in the #trading-log-and-consumables channel @Economy stating the food token's tier and the cost you're paying. The base cost for a food token is 50 gp and increases by another 50 gp per tier of the token.  

    Culinary Benefits

    You can consume a food token at any point during a session, except during initiative. Choose a number of benefits from the list below equal to the food token's tier. You can only choose an effect once. Eating multiple food tokens does not stack effects and you only benefit from the last food token you've eaten. All benefits expire after 1 hour.
  • You gain temporary hit points equal to 2 x your character level
  • You gain a +5 bonus to your movement speed
  • You gain a d4 die that you can roll and add to one attack roll, ability check, or saving throw
  • Choose an ability score. You gain advantage on ability checks with the chosen score
  • You gain a one time use to reroll a failed saving throw. You must use the new roll
  • You gain a +1 bonus to the damage rolls of melee weapon attacks and ranged weapon attacks
  • You can Dash as a bonus action a number of times equal to your Dexterity modifier, up to a maximum equal to your proficiency bonus. This effect then ends
  • Death saving throws you make are made with advantage
  • You gain Damage Reduction against physical damage equal to your proficiency bonus. This stacks with other sources of DR
  • You gain resistance to the first type of non-physical damage you take until this effect ends

    Expertise in Cook’s Utensils or Brewer’s Supplies unlocks a special set of benefits to anyone who consumes a food token that you have made, in addition to any of the base benefits:
  • The first time damage from a hostile creature's weapon attack would reduce you to 0 hit points, you can make a Constitution saving throw against DC 5 + the damage taken. On a success, you instead drop to 1 hit point
  • You can choose to negate an instance of disadvantage you would receive for one attack roll, saving throw, or ability check before you roll it, and this effect is removed
  • You can choose to automatically succeed on a Constitution saving throw to maintain concentration before you would roll it, and this effect is removed
  • The first time you would take a short rest, you finish it in 15 minutes instead of an hour
  • When you take the Help action, you can choose a second ally to receive advantage, and this effect is removed
  • Mid Rest Cooking

    If you are proficient with cook's utensils, you can spend 30 minutes while resting during a session to cook a meal (this counts as light activity) to grant you and your party additional benefits. Choose one of the benefits listed above to apply to the whole party, which can stack with a food token, but you can still only have one of each buff active at a time. If you have expertise in cook’s utensils, you may choose from that list. This kind of cooking can only be performed twice per session, the party can only benefit from one person’s cooking, and this benefit lasts until your next rest or until the effect is stated to end.


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