TEXT: Miscellany Memorandum:
  Food & Drink
  Game Supplement
  
  Miscellany Memorandum:
  Food & Drink
  Game Supplement
  Writing, Design, & Layout: Matt Tuozzo
  Table of Contents
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  not Open Content: All trademarks, registered trademarks, proper names (characters, deities, etc.), dialogue, plots, storylines, locations, characters, 
  artworks, and trade dress. (Elements that have previously been designated as Open Game Content are not included in this declaration.)
  Open Content: Except for material designated as Product Identity (see above), the game mechanics of this Matt Tuozzo’s Magicland game product 
  are Open Game Content, as defined in the Open Game License version 1.0a Section 1(d). No portion of this work other than the material designated 
  as Open Game Content may be reproduced in any form without written permission.
  Introduction
  Part I: Food
   
  Prestige Class: Tyromancer
   
  Feats
   
  Wondrous Foods
   
  Magic Items
  Part II: Drink
   
  Alcohol Brewing
   
  Drunkenness
   
  Ethylation
   
   
  Libations
  1
  1
  1
  3
  4
  4
  5
  5
  7
  8
  8
  
  Introduction
  Tuozzo’s Rules of Tabletop Roleplaying #53: After all is 
  said and done, it ultimately comes down to how many 
  trail rations you can carry.
  Miscellany Memorandum is a series of short 
  supplements for the Pathfinder Roleplaying 
  Game. Each supplement covers a specific facet of 
  gameplay; whether it’s a new prestige class, rules 
  for magic item crafting, lists of long forgotten 
  spells, or any of a dozen other topics – Miscellany 
  Memorandum has new and exciting options for 
  you!
  Today’s topic: food and drink! Even the greatest 
  of heroes needs to eat (unless you’re undead or a 
  construct or something), and what better way to 
  celebrate a victory than a cool beverage at your 
  favorite tavern? Sadly, these two activities are 
  often dismissed to the realm of the mundane – but 
  no more! With this book you can explore many 
  exciting new food and drink options, including:
  • Wondrous foods which provide time-release 
  buffs, and “spell foods” that act like potions and 
  never spoil
  • The alchemical science of ethylation, which 
  allows even magic-lacking classes to brew potion-
  like “libations”
  • An entirely new prestige class based around the 
  esoteric (and admittedly somewhat silly) practice 
  of “cheese magic”
  • A full set of rules for brewing new alcoholic 
  ales, wines, and spirits, with extensive tables for 
  generating random drinks
  • And much, much more!
  So pop a bowl of popcorn, crack open a cold brew, 
  and dig in to the surprisingly tasty world of food 
  and drink!
  Part I: Food
  This book is divided into two sections: Food and 
  Drink. In the Food section you will find a new 
  prestige class called the Tyromancer, new food-
  based Feats, and listings for new magic items, 
  including a new form called Wonderous Foods.
  Prestige Class: Tyromancer
  For reasons that defy explanation, the particular 
  combination of animal milk and coagulating 
  enzymes connects cheese to the various powers of 
  the universe, which is probably why many species 
  find it so incredibly delicious. The true power of 
  cheese, however, can only be unlocked by one 
  who studies its intricacies and nuances to such a 
  level that they become a specialist of cheese magic. 
  Such is the power of the tyromancer!
  Role: Though this prestige class may seem like a 
  joke at first (and let’s be honest, it is) tyromancy 
  can handily augment any existing arcane class that 
  relies on expensive material components, making 
  it a powerful option for someone who can tolerate 
  its peculiar absurdities.
  Alignment: Any
  Hit Die: d6
  Requirements
  Feats: Great Fortitude
  Skills: Craft (cheese) 5 ranks or Profession 
  (dairyman) 5 ranks, Knowledge (arcana) 5 ranks
  Spells: Ability to cast at least one arcane spell of 
  the divination school.
  Class Skills
  The tyromancer’s class skills are Appraise (Int), 
  Bluff (Cha), Craft (Int), Diplomacy (Cha), Heal 
  (Wis), Knowledge (arcane) (Int), Knowledge 
  (nature) (Int), Perception (Wis), Profession (Wis), 
  Spellcraft (Int), and Use Magic Device (Cha).
  Skill Ranks at Each Level: 4 + Int modifier.
  Class Features
  Weapon and Armor Proficiency: Tyromancers 
  gain no proficiency with any weapon or armor.
  Spells per Day: When a new tyromancer level 
  is gained, the character gains new spells per day 
  as if she had also gained a level in a spellcasting 
  class she belonged to before adding the prestige 
  class. She does not, however, gain other benefits a 
  • 1 •
  
  character of that class would have gained, except 
  for additional spells per day, spells known (if she 
  is a spontaneous spellcaster), and an increased 
  effective level of spellcasting. If a character had 
  more than one spellcasting class before becoming 
  a tyromancer, she must decide to which class she 
  adds the new level for purposes of determining 
  spells per day.
  Cheese Substitution (Ex): A tyromancer can use 
  one serving of cheese in place of normal material 
  spell components up to 50 gp worth. At 4th level, 
  one serving of cheese may be used for material 
  components up to 250 gp worth. At 7th level, 
  one serving of cheese may be used for material 
  components up to 1000 gp worth. At 10th level, 
  one serving of cheese may be used for material 
  components up to 3000 gp worth. Multiple 
  servings of cheese stack; for example, a 1st level 
  tyromancer may use two servings of cheese in 
  place of 100 gp worth of spell components, or a 4th 
  level tyromancer may use two servings of cheese 
  in place of 500 gp worth of spell components. 
  A serving is defined as half a pound of cheese, 
  normally priced at 1 sp. 
  Cheesy Grin: A tyromancer’s smile is very 
  trustworthy, because you can always trust someone 
  who likes cheese. Once per day, a tyromancer may 
  roll twice on any Bluff or Diplomacy check and 
  take the better roll.
  The Cheesemaker (Sp): Beginning at 2nd level, a 
  tyromancer can cast create food and water as a spell-
  like ability a number of times per day equal to half 
  her tyromancer level, but can only use this ability 
  to make one serving of cheese. The cheese created 
  from this ability may be used as spell components 
  for Cheese Substitution.
  Tyromantic Divination (Su): A tyromancer can 
  use cheese to divine the future and influence 
  outcomes. Beginning at 2nd level, a tyromancer 
  can grant a +1 luck bonus to any attack, skill, or 
  save to any ally within 30 ft as an immediate action 
  once per day. At 5th level, this ability can be used 
  twice per day. At 8th level, this ability can be used 
  three times per day.
  Cut the Cheese (Sp): Beginning at 3rd level, a 
  tyromancer can cast stinking cloud as a spell-like 
  ability a number of times per day equal to her 
  tyromancer level, using the tyromancer’s caster 
  level.
  Wine and Cheese (Sp, Su): A tyromancer has a 
  natural affinity for pairing cheeses with wines. 
  At 3rd level, a tyromancer can cast tears to 
  wine as a spell-like ability once per day (using 
  the tyromancer’s caster level). At 6th level, a 
  tyromancer gains Truth in Wine as a bonus feat, 
  even if she does not meet the prerequisites for 
  that feat. At 9th level, the tyromancer can conjure 
  a cheese and wine tasting party complete with 
  table, chairs, and a variety of wines and cheeses. 
  The cheese created by this ability may not be used 
  for Cheese Substitution. This ability is otherwise 
  identical to the spell heroes’ feast, and can be cast 
  once per day using the tyromancer’s caster level.
  Summon Fondooze (Sp): Beginning at 5th level, 
  a tyromancer can summon a fondooze (short 
  for “fondue ooze”) once per day as a spell-like 
  ability using the tyromancer’s caster level. A 
  fondooze posesses the same stats as an ochre jelly 
  with the fire subtype added. Though it does not 
  have intelligence, the tyromancer can direct the 
  fondooze as if it did. This ability is otherwise 
  identical to the spell summon monster V.
  • 2 •
  Table: TYROMANCER
  Level 
  BAB 
  Fort 
  Ref 
  Will  
  Special  
   
   
   
   
   
  Spells per Day
  1st 
  +0 
  +1 
  +0 
  +1 
  Cheese Substitution (50 gp), Cheesy Grin 
   
  +1 level of existing class
  2nd 
  +1 
  +1 
  +1 
  +1 
  The Cheesemaker, Tyromantic Divination (1/day) 
  +1 level of existing class
  3rd 
  +1 
  +2 
  +1 
  +2 
  Cut the Cheese, Wine and Cheese  
   
   
  +1 level of existing class
  4th 
  +2 
  +2 
  +1 
  +2 
  Cheese Substitution (250 gp) 
   
   
   
  +1 level of existing class
  5th 
  +2 
  +3 
  +2 
  +3 
  Summon Fondooze, Tyromantic Divination (2/day) 
  +1 level of existing class
  6th 
  +3 
  +3 
  +2 
  +3 
  Wine and Cheese 
   
   
   
   
  +1 level of existing class
  7th 
  +3 
  +4 
  +2 
  +4 
  Cheese Substitution (1000 gp) 
   
   
   
  +1 level of existing class
  8th 
  +4 
  +4 
  +3 
  +4 
  Tyromantic Divination (3/day)  
   
   
  +1 level of existing class
  9th 
  +4 
  +5 
  +3 
  +5 
  Wine and Cheese 
   
   
   
   
  +1 level of existing class
  10th 
  +5 
  +5 
  +3 
  +5 
  Cheese Substitution (3000 gp) 
   
   
   
  +1 level of existing class
  
  Feats
  Kitchen Nightmare
  You are exceptionally gifted in culinary matters.
  Prerequisites: Prepare Magic Food.
  Benefits: You gain a +2 bonus on Craft (alchemy) 
  and Profession (cook) checks, and any spell foods 
  you create increase their caster level by 1. This 
  increase has no effect on the cost.
  Lactose Tolerance
  Your affinity for cheese has granted your body the ability 
  to survive longer and defend against toxins.
  Prerequisites: Tyromancer prestige class.
  Benefits: Your body is particularly attuned to 
  dairy products. You can survive on half the normal 
  amount of food without suffering from starvation 
  if the foods you consume are cheeses or other 
  dairy solids (for example, yogurt or ice cream). In 
  addition, you gain a +2 bonus on Fortitude saves 
  against ingested poisons.
  Prepare Magic Food (Item Creation)
  You learn the secrets of food magic and can craft foods 
  that release effects whenever creatures consume them.
  Prerequisite: Caster level 1st, Profession (cook) 1 
  rank.
  Benefits: This feat has two uses. First, you may 
  use it to craft Wondrous Food magic items (see the 
  section Wondrous Foods, below).
  Second, you may use it to imbue normal food with 
  spell effects, known commonly as spell foods. 
  Crafting spell foods is similar to brewing potions, 
  with some important differences. Only a very 
  limited amount of spells can be imbued within 
  food; these are listed below on the Food Magic 
  Spells list. These spells become available for food 
  magic at the appropriate caster level even if they 
  are not on the caster’s usual spell list, but they 
  cannot be used outside of food magic (i.e. they 
  cannot be prepared as a normal spell in a spell 
  slot). To determine the time required for crafting 
  a spell food, use the standard rules for a crafting 
  magic items. Likewise, determine the caster level 
  and any other choices normally made during 
  crafting as you would for any other magic item. 
  Spell foods have a base price of spell level * caster 
  level * 50, just like potions.
  Magic food can be crafted with the Profession 
  (cook) skill or an appropriate Craft skill instead of 
  Spellcraft. The GM decides what is considered an 
  appropriate Craft skill.
  Consuming magic food normally takes the same 
  amount of time as a regular meal. However, a 
  creature may “bolt” their magic food as a full 
  round action to receive its effects more quickly. 
  Bolting food requires a Fortitude save versus 
  DC 10 + the spell level of the magic food; failure 
  means that you gag on the food, vomiting it up 
  and ruining it.
  Finally, magic food provides all the usual benefits 
  of a normal full meal. Unlike normal food, magic 
  food does not spoil.
  Food Magic Spells
  1st-Level Food Spells (unlocked at CL 1)
  Ant Haul
  Cloak of Shade
  Crafter’s Fortune
  Deadeye’s Lore
  Endure Elements
  Longstrider
  Mage Armor
  Pass Without Trace
  Restful Sleep
  Tireless Pursuit
  2nd-Level Food Spells (unlocked at CL 3)
  Bloodhound
  Darkvision
  Delay Disease
  Delay Poison
  Undetectable Alignment
  3rd-Level Food Spells (unlocked at CL 5)
  Nondetection
  Water Breathing
  4th-Level Food Spells (unlocked at CL 7)
  Detect Scrying
  Enchantment Foil
  5th-Level Food Spells (unlocked at CL 9)
  Overland Flight
  • 3 •
  
  Wondrous Foods
  Wondrous foods are like time-release potions. All 
  wonderous foods take effect upon consumption 
  and last for one hour if not triggered. Once the 
  effect is triggered, the duration ends immediately. 
  Like magic food, wondrous foods provide all the 
  benefits of a full meal, and do not spoil. The type 
  of food used is determined by the crafter during 
  item creation, and is added to the total cost.
  Caffeinated Food
  Aura faint divination; CL 1st; Price 150 gp
  Description
  If the consumer falls an attack roll or skill check, a 
  +1 bonus is retroactively added to the roll.
  Construction Requirements
  Prepare Magic Food, timely inspiration; Cost 75 gp
  Comfort Food
  Aura faint conjuration; CL 1st; Price 75 gp
  Description
  If the consumer falls below 0 hp, they automatically 
  stabilize.
  Construction Requirements
  Prepare Magic Food, stabilize; Cost 37 gp 5 sp
  Frozen Food
  Aura faint transmutation; CL 1st; Price 150 gp
  Description
  The next unarmed strike or natural attack made 
  by the consumer deals an additional 1d6 cold 
  damage.
  Construction Requirements
  Prepare Magic Food, frostbite; Cost 75 gp
  Spicy Food
  Aura faint evocation; CL 1st; Price 150 gp
  Description
  The next unarmed strike or natural attack made by 
  the consumer deals an additional 1d6 fire damage.
  Construction Requirements
  Prepare Magic Food, touch of combustion; Cost 75 
  gp
  Magic Items
  Amazing Hibachi
  Aura faint conjuration; CL 5th
  Slot —; Price 5670 gp; Weight 16 lbs.
  Description
  This portable grill can provide food on command 
  once per day for up to fifteen Medium-sized 
  creatures. The flavor of the food is determined by 
  the user. The grill can also keep foods placed on it 
  warm indefinitely, though it is not itself hot to the 
  touch.
  Construction Requirements
  Craft Wondrous Item, create food and water, 
  prestidigitation; Cost 2835 gp
  Spoon of Fermentation
  Aura faint transmutation; CL 1st
  Slot —; Price 2000 gp; Weight —
  Description
  If this long, metal spoon is placed into a container 
  of liquid (1 pint or less) and stirred, the liquid turns 
  to average quality alcohol of standard potency 
  (see the section Alcohol Brewing, below). The 
  liquid looks, smells, and tastes the same, giving 
  no indication of its alcoholic nature. The spoon 
  has no effect on magic liquids, nor does it effect 
  alcohols of greater potency.
  Construction Requirements
  Craft Wondrous Item, polypurpose panacea; Cost 
  1000 gp
  Tavernkeeper’s Stone
  Aura faint conjuration and transmutation; CL 2nd
  Slot —; Price 1870 gp; Weight 1 lbs.
  Description
  This innocuous stone is a boon to tavernkeepers; 
  when placed in a container of 2 cubic feet or less 
  (such as a small chest or standard backpack), it 
  keeps food and drink within fresh indefinitely. In 
  addition, once per day, a command word can be 
  spoken to cause the stone to produce up to 2 gallons 
  of water in an appropriately sized container.
  Construction Requirements
  Craft Wondrous Item, create water, purify food and 
  drink; Cost 935 gp
  • 4 •
  
  Part II: Drinks
  In the Drinks section you will find tables for brewing 
  alcoholic beverages, rules for drunkenness, and a 
  new form of alchemy known as Ethylation.
  Alcohol Brewing
  First, decide on the type, origin, and flavor  of the 
  beverage. The lists provided here are extensive, 
  but not exhaustive. Players or the GM may 
  think of other options, and are encouraged to do 
  so. Consider that not all flavors may be easily 
  accessible in all places; some may be considered 
  exotic substances in certain locales, while others 
  may be trivially available. The GM should feel free 
  to adjust price multipliers based on availability of 
  ingredients: less expensive for local flavors, more 
  expensive for foreign imports.
  The base price for an average quality beverage is 4 
  cp per pint; a gallon bottle costs five times as much, 
  or 2 sp. Prices go up or down depending on the 
  modifiers for quality and potency, as shown on the 
  tables below. Likewise, the DC to craft these brews 
  is also determined by the quality and potency. 
  Remember that the type of beverage and its origin 
  may have an effect on the potency; an orc whiskey 
  for example automatically gets a +45 modifier to 
  potency, whereas a halfling mead receives no such 
  bonuses. This may seem like a way to “cheat,” but 
  keep in mind that a recipe brewed from a specific 
  race may not be palatable to all other races (elves 
  may be prejudiced against dwarven brews, for 
  example) and that some people might genuinely 
  prefer weaker or cheaper beverages.
  Undrinkable alcohol is vile to the taste, and must 
  be spit out promptly. If swallowed, it requires 
  a Fort DC 25 save; failure immediately puts the 
  imbiber at stage 3 of the drunkenness table (see the 
  Drunkenness section below), disregarding normal 
  beverage limits. Poisonous alcohol functions 
  exactly like an ingested poison of the GM’s choice. 
  These options are not meant to be sold; they are 
  provided to give interesting consequences for 
  failed attempts.
  The potency of a beverage also determines its 
  Fort DC for drunkenness. Note that a beverage’s 
  quality and potency are not necessarily linked; it is 
  possible to have an extremely potent, poor quality 
  gin, or a very weak, excellent quality wine.
  Negligible potency brews are essentially non-
  alcoholic, but may still be drinkable and enjoyable.
  The Brewing Process: When using the brewing 
  rules to produce liquors, the brewer makes a 
  Profession (brewer) check and adds it to the 
  beverage quality roll. If the brewer has ranks in 
  both Profession (brewer) and Craft (alchemy), 
  she may choose either skill for the roll. A brewer 
  may always choose to make a lower quality brew 
  than rolled, unless said quality is unsellable (this 
  keeps players from exploiting the rules to make 
  cheap poisons). Potency is determined in the same 
  • 5 •
  Table: ALCOHOL TYPE
  d10 
  Beverage
  1 
  Ale
  2 
  Brandy*
  3 
  Gin*
  4 
  Liqueur*
  5 
  Mead
  6 
  Rum*
  7 
  Tequila*
  8 
  Vodka*
  9 
  Whiskey*
  10 
  Wine
  * Add +15 to the potency of Brandy, Gin, Liqueur, 
  Rum, Tequila, Vodka, and Whiskey brews.
  Table: ALCOHOL RECIPE ORIGIN
  d10 
  Race
  1 
  Dwarf*
  2 
  Elf
  3 
  Gnoll
  4 
  Gnome
  5 
  Goblin
  6 
  Halfling
  7 
  Human
  8 
  Kobold
  9 
  Ogre*
  10 
  Orc*
  * Add +15 to the potency of dwarven brews. Add 
  +30 to the potency of ogre and orc brews.
  
  • 6 •
  manner as quality. A brewer makes these rolls 
  once per day. A brewer may take 10 (but not 20) if 
  able, and may use skill modifiers.
  Example: A PC decides to try his hand at brewing. 
  He has a Profession (brewer) score of +5 and rolls 
  a 6 on his d20 skill check, for a total of 11. He can 
  now make a percentile roll, which gives him a 90. 
  Adding his 11 puts him over excellent quality, 
  which means he can brew any quality of alcohol he 
  likes. Now he repeats the process for the potency. 
  He rolls a 7 on his check for a total of 12, then rolls 
  a percentile of 71; this puts his potency roll at 83, 
  which means his liquor can be of strong potency 
  or less. He decides to craft a batch of Strawberry 
  Brandy with good quality and standard potency, 
  priced at 4 sp per pint with a Fort DC of 10.
  The next day he tries another batch; he rolls a 3 on 
  his check for a total of 8, then a 6 on his percentile 
  roll, for a grand total of 14. This means he can only 
  make terrible quality on this batch (which means 
  it’s probably a good idea to just throw it out). On 
  the other hand, it may end up being a particularly 
  potent batch, which could have certain advantages. 
  He decides to try his luck. He rolls a 4 on his skill 
  check for a total of 9, then a percentile roll of 10 for 
  a final total of 19. Not only is his brew terrible, it’s 
  not even alcoholic!
  The amount of alcohol that can be crafted is 
  determined by the normal crafting rules. For 
  example: a crafter wants to make alcohol with 
  good quality and insane potency; the DC is 25 (DC 
  10 for good, +15 for insane) and the base price is 4 
  gp (or 40 sp) per gallon. Say the crafter has a +15 
  in Profession (brewer) and takes 10 on the roll. 25 
  * 25 = 625 sp per week, or 89 sp 2 cp per day. Thus, 
  the crafter can brew two gallons (80 sp worth) of 
  said alcohol per day.
  These tables need not necessarily just be used 
  Table: ALCOHOL FLAVOR
  (optional for all types except “Liqueur”)
  d% 
  Material
  01-02 Agave
  03-04 Almond
  05-06 Anise
  07-08 Apple
  09-10 Apricot
  11-12 Banana
  13-14 Barley
  15-16 Blackberry
  17-18 Blueberry
  19-20 Butterscotch
  21-22 Cantaloupe
  23-24 Caramel
  25-26 Caraway
  27-28 Cherry
  29-30 Chili Pepper
  31-32 Chocolate
  33-34 Cinnamon
  35-36 Coconut
  37-38 Coffee
  39-40 Cranberry
  41-42 Cucumber
  43-44 Dandelion
  45-46 Elderberry
  47-48 Fennel
  49-50 Garlic
  d% 
  Material
  51-52 Ginger
  53-54 Hazelnut
  55-56 Honey
  57-58 Honeydew
  59-60 Juniper
  61-62 Kiwi
  63-64 Mulberry
  65-66 Oatmeal
  67-68 Orange
  69-70 Peach
  71-72 Pear
  73-74 Peppermint
  75-76 Pineapple
  77-78 Pomegranate
  79-80 Potato
  81-82 Plum
  83-84 Prune
  85-86 Pumpkin
  87-88 Raspberry
  89-90 Rice
  91-92 Sloe
  93-94 Strawberry
  95-96 Vanilla
  97-98 Watermelon
  99-00 Wheat
  
  • 7 •
  by the players; they work equally well for 
  determining random brews in whatever taverns 
  your adventurers find themselves in. Rolling up 
  an exotic selection like Orc Pumpkin Whiskey or 
  Gnoll Blackberry Gin can add a unique element to 
  an otherwise normal tavern encounter.
  Drunkenness
  Generally, a character can drink a number of 
  alcoholic beverages equal to 1 plus twice their 
  Constitution modifier without issue; thus, a 
  character with a Constitution of 16 (and thus a +3 
  modifier) can consume seven beverages safely.
  Exceeding this limit means the character must now 
  make a Fort save with each new beverage, the DC 
  of which is governed by the potency each brew. 
  As long as they continue to make these saves, they 
  can drink all night without problems. Failing a 
  save, however, brings on condition penalties.
  Each condition lasts 1d4 hours, at which point it 
  downgrades to the next lowest condition on the 
  table. Additional conditions reset the duration of 
  previous conditions, but said previous conditions 
  are not rerolled. An unconscious character, it 
  should go without saying, cannot continue to 
  drink.
  Example: Gerry the Rogue has reached his limit 
  of drinks, but decides he wants another. He fails 
  his Fort save, which brings him to condition 
  staggered. Now he must roll a d4 to see how long 
  it lasts; he rolls a 3, which means it will take three 
  hours for him to get sober again. Gerry decides 
  to press his luck and has yet another drink. He 
  again fails his Fort save; now he is staggered and 
  sickened. He rolls another d4, which gives him a 
  1. Thus, it will take one hour from this new point 
  for Gerry to downgrade to merely staggered, 
  but then another three hours after that to reach a 
  sober state. Notice that Gerry does not reroll his 
  first condition duration; if he were to roll lower 
  it might “cheat” the system, getting him back to 
  sober quicker. Notice also that the first condition 
  duration resets when he acquires the second 
  condition; even if he had the last drink two and a 
  half hours into his recovery, he would restart the 
  three hours all over.
  Table: DRUNKENNESS
  Fort Saves Failed 
  Condition
  1 
   
   
  staggered
  2 
   
   
  staggered and sickened
  3 
   
   
  nauseated
  4 
   
   
  unconscious
  Table: BEVERAGE QUALITY & PRICE
  d% 
   
   
  Quality 
   
   
  Price Multiplier 
   
  Craft DC
  01 
   
   
  Poisonous 
   
   
  unsellable 
   
   
  5
  02-06  
   
  Undrinkable  
   
  unsellable 
   
   
  5
  07-18  
   
  Terrible 
   
   
  1/10   
   
   
  5
  19-38  
   
  Poor  
   
   
  1/4 
   
   
   
  5
  39-62  
   
  Average 
   
   
  1 
   
   
   
  10
  63-82  
   
  Fair 
   
   
   
  5 
   
   
   
  10
  83-94  
   
  Good  
   
   
  10 
   
   
   
  10
  95-99  
   
  Fine 
   
   
   
  50 
   
   
   
  15
  00 
   
   
  Excellent 
   
   
  100 
   
   
   
  20
  Table: BEVERAGE POTENCY & SAVE DC
  d% 
   
  Potency 
   
  Fort DC 
   
  Price Multiplier 
  Craft DC Modifier
  01-20  
  negligible 
   
  N/A  
   
  1/2 
   
   
  N/A
  21-50  
  weak  
   
  5 
   
   
  1 
   
   
  N/A
  51-80  
  standard 
   
  10 
   
   
  1 
   
   
  N/A
  81-97  
  strong  
   
  20 
   
   
  2 
   
   
  +5
  98-99  
  extreme 
   
  30 
   
   
  4 
   
   
  +10
  00 
   
  insane  
   
  40 
   
   
  8 
   
   
  +15
  
  • 8 •
  Ethylation
  Ethylation is a specialized category of food magic; 
  in short, it allows for magic-like properties to 
  be derived from alcohol in beverages known 
  as libations. Unlike other forms of food magic, 
  ethylation is alchemical in nature, and requires 
  neither a caster level to perform nor an item creation 
  feat to unlock. However, due to the volatile nature 
  of the alcoholic ingredients involved, failures 
  in ethylation processing can cause extremely 
  hazardous, often lethal explosions.
  To craft a libation, make a Craft (alchemy) check 
  at the listed DC. If the check fails by 5 or more, 
  there is an explosion. In such a case, subtract the 
  check from the DC and resolve the damage as an 
  alchemist bomb of that level (for example, a player 
  gets only an 18 for a DC 30 libation check; the 
  explosion is resolved as a level 12 alchemist bomb 
  for 6d6 fire damage). In any case, a failed check 
  ruins the ingredients. Players can never take 10 on 
  libation crafting checks because the very nature of 
  ethylation puts them in immediate danger.
  Because libations are alcoholic beverages, they 
  are governed by the same drunkenness rules as 
  normal alcoholic beverages, and have potency 
  scores to determine the DC for their Fortitude 
  saves. Unlike normal alcohol, quality and potency 
  provide no multipliers to the cost to craft libations. 
  Like spell foods, libations do not spoil.
  Libations
  Bar Brawler’s Brew
  Quality average; Potency strong (Fort DC 20)
  Description
  This easy-going ale provides a +4 alchemical 
  bonus to natural armor for five minutes.
  Construction Requirements
  Craft (alchemy) DC 30; Cost 125 gp
  Cooler Heads Prevail
  Quality fair; Potency weak (Fort DC 5)
  Description
  A delicate and fruity wine cooler that provides a 
  +4 alchemical bonus to Wisdom for five minutes.
  Construction Requirements
  Craft (alchemy) DC 30; Cost 250 gp
  Dancer’s Draft
  Quality good; Potency weak (Fort DC 5)
  Description
  An artisinal microbrew that provides a +4 
  alchemical bonus to Dexterity for five minutes.
  Construction Requirements
  Craft (alchemy) DC 30; Cost 250 gp
  Egghead Nog
  Quality average; Potency standard (Fort DC 10)
  Description
  A thick, creamy cocktail that provides a +4 
  alchemical bonus to Intelligence for five minutes.
  Construction Requirements
  Craft (alchemy) DC 30; Cost 250 gp
  Punch Drunk Punch
  Quality poor; Potency strong (Fort DC 20)
  Description
  A sweet and fruity “jungle juice” that provides a 
  +4 alchemical bonus to Strength for five minutes.
  Construction Requirements
  Craft (alchemy) DC 30; Cost 250 gp
  Reverse Alcohol
  Quality poor; Potency extreme (Fort DC 30)
  Description
  This unusual clear moonshine provides a +4 
  alchemical bonus to Constitution for five minutes.
  Construction Requirements
  Craft (alchemy) DC 30; Cost 250 gp
  Smooth Operator
  Quality fair; Potency standard (Fort DC 10)
  Description
  A coffee-blended digestif that provides a +4 
  alchemical bonus to Charisma for five minutes.
  Construction Requirements
  Craft (alchemy) DC 30; Cost 250 gp
  
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  Miscellany Memorandum: Food & Drink. © 2018 Matthew Wingate Tuozzo; 
  Author: Matt Tuozzo.
  
  MM 02
  ©2018 Matthew Wingate Tuozzo.
  All rights reserved.
  Matt Tuozzo’s Magicland and related logos are 
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SOURCE: textdata/thevault/Pathfinder/2nd Edition/3rd Party/Matt Tuozzo’s Magicland - Miscellany Memorandum, Food & Drink.pdf