Like crafting, cooking uses harvested monster components to impart magical effects on food, known as magical meals. When consumed and digested, magical meals have long-lasting magical effects. These effects vary based on two factors: the type of component (for example, eyes vs blood), and the creature type that the component came from (an aberration’s eye has different properties to a dragon’s eye). Different recipes call for different types of ingredients, The more ingredients a magical meal calls for, the more effects it imparts simultaneously, and the harder it is to cook. <br> ___ ### Preparation A magical meal takes 1 hour to cook and 10 minutes to consume and digest. A magical meal must be fully consumed within 1 hour of being cooked; if it is eaten after this hour, it imparts no magical effects. The effects last 8 hours, or until dispelled by [[Other Spells#Dispel Magic|dispel magic]] or similar magic. A creature that eats a magical meal while already under the effects of another loses the effects of the previous meal at the end of the 10 minutes required to consume the new meal. Making a magical meal requires five things: - A recipe - Monster components - Cooking Utensils - A source of heat A creature that has all these requirements can spend 1 hour cooking. At the conclusion of the hour, the creature makes a Wisdom ([[Gear Appendix#Cooking Utensils|Cooking Utensils]]) check against the DC of the recipe (see below). <br> ____ ### Recipes In order to cook a recipe, a player character must know what they're trying to make. Recipes might be found in ancient tomes, given by NPCs, or purchasable from magical restaurants or culinary schools. Recipes can be found everywhere and anywhere, so always be on the lookout. A cook can always attempt to cook without a recipe, however results may vary. You may discover an incredible dish, or you may discover a new way to make a fantastic mess. Any character is capable of cooking Basic Recipes using a single ingredient. <br> ##### Edible Components Many components that are [[Flora & Fauna#Harvesting|harvested]] from slain creatures are edible, and can have magical effects if properly prepared. There are 10 types of edible components: blood, bone, brain, egg, eye, fat, flesh, heart, liver, and spice. Not all creature types supply every type of edible component. <br> ##### Difficulty The more ingredients a recipe has, the more magical effects it imparts to those who consume it, and the higher the DC is to craft it. There are four tiers of difficulty: | Recipe Tier | Number of Ingredients | DC | | ----------- | :-------------------: | :-: | | Novice | 1 | 12 | | Journeyman | 2 | 16 | | Expert | 3 | 20 | | Artisan | 4 | 24 | <br> ##### Omitting Ingredients A cook can replace a magical ingredient with a nonmagical one. If they choose to do so, the DC for the recipe doesn't change, but they don’t get the associated magical effect of the nonmagical component. Any nonmagical ingredients are supplied from a player character’s normal rations, and don’t require detailing. <br> ___ ### Edible Component Effects This section lists the ten types of edible components alphabetically, breaking down the effects by creature type. If a creature type isn’t listed for an edible component, that component isn’t magical for that creature. For example, humanoid flesh has no magical effects, and thus isn’t listed as a edible component. The effects are worded as addressing the creature that has consumed and digested the magical meal. If an effect puts the creature ‘under the effect of a spell’, this spell does not require concentration, but can be dispelled. <br> ##### Blood Blood gives its ingester a taste for certain creature types. For the duration, the first time each turn that you hit a creature whose type matches the creature type of the blood you consumed, the attack deals 1d4 bonus damage to the target. <br> ##### Bone The vitality stored within bones reinforces a creature’s resilience to certain types of effects. For the duration, you gain the following effect: <br> >**Aberration** >[[Abilities & Skills#Advantage & Disadvantage|Advantage]] on saving throws against [[Ailments#Madness|madness]]. ><br> >**Beast** >[[Abilities & Skills#Advantage & Disadvantage|Advantage]] on saving throws against the [[Conditions#Blinded|blinded]] condition. ><br> >**Celestial** >Gain 1d6 [[Damage and Healing#Temporary Hit Points|temporary hit points]] at the start of each minute. ><br> >**Construct** >[[Abilities & Skills#Advantage & Disadvantage|Advantage]] on saving throws against gaining levels of [[Conditions#Exhaustion|exhaustion]]. ><br> >**Dragon** >[[Abilities & Skills#Advantage & Disadvantage|Advantage]] on saving throws against the [[Conditions#Frightened|frightened]] condition. ><br> >**Elemental** >Immunity to the [[Conditions#Exposed 🛠|exposed]] condition from one type of [[Exploration & Environment#Environmental Effects|environmental effect]]. ><br> >**Fey** >[[Abilities & Skills#Advantage & Disadvantage|Advantage]] on saving throws against the [[Conditions#Charmed|charmed]] condition. ><br> >**Fiend** >[[Abilities & Skills#Advantage & Disadvantage|Advantage]] on saving throws against the [[Conditions#Poisoned|poisoned]] condition. ><br> >**Giant** >[[Abilities & Skills#Advantage & Disadvantage|Advantage]] on saving throws against the [[Conditions#Restrained 🛠|restrained]] condition. ><br> >**Humanoid** >Heal 2d4+2 hit points. ><br> >**Monstrosity** >[[Abilities & Skills#Advantage & Disadvantage|Advantage]] on saving throws against the [[Conditions#Petrified|petrified]] condition. ><br> >**Plant** >Can’t be put to sleep by magic. ><br> >**Undead** >[[Abilities & Skills#Advantage & Disadvantage|Advantage]] on saving throws against [[Ailments#Diseases|diseases]]. <br> ##### Brain Digesting brains imparts enhanced mental faculties. Of the edible brains, aberrations and humanoids have particularly unique abilities. For the duration, you gain the following effect: <br> >**Aberration** >Can communicate telepathically with creatures within 30ft. of you. You must be able to see the creature and share a language to communicate in this way. ><br> >**Celestial** >Gain a +1 bonus to Charisma checks. ><br> >**Construct** >Gain a +1 bonus to Intelligence checks. ><br> >**Fey** >Gain a +1 bonus to Wisdom checks. ><br> >**Fiend** >Gain a +1 bonus to Charisma checks. ><br> >**Humanoid** >Gain a +1 bonus to ability checks using a skill determined by the DM. <br> ##### Egg When you ingest a meal that contains egg, your body undergoes interesting morphological changes. For the duration, you gain the following effect: <br> >**Beast** >Your morphology changes to adapt to the current environment. Immunity to the [[Conditions#Exposed 🛠|exposed]] condition from one type of [[Exploration & Environment#Environmental Effects|environmental effect]]. For example, if you are in a cold biome, you might grow fur. ><br> >**Dragon** >You grow sharp fangs, a natural weapon which you can use to make [[Making an Attack#Unarmed Strikes|unarmed strikes]]. If you hit with them, you deal piercing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike. ><br> >**Fey** >You shimmer while standing still, becoming hard to see. You are under the effects of the [[Primal Spells#Chameleon Skin|chameleon skin]] spell. ><br> >**Humanoid** >You gain a 30 ft. [[Physical Capabilities#Swimming|swimming]] speed, [[Physical Capabilities#Climbing|climbing]] speed, or 15 ft. [[Physical Capabilities#Flying|flying]] speed, determined by the DM. ><br> >**Monstrosity** >Your [[Armour & Weapons#Armour|AC]] without armour becomes 12 + your Dexterity modifier. <br> ##### Eye Eyes are strong receptacles of divination magic, and they tend to impart effects that help with perception and detection. For the duration, you gain the following effect: <br> >**Aberration** >Gain the effects of the [[Other Spells#Detect Magic|detect magic]] spell, to a range of 15 ft. ><br> >**Beast** >Gain a +1 bonus to your [[Abilities & Skills#Perception|Perception]] checks. ><br> >**Celestial** >Gain the effects of the [[Divine Spells#Detect Evil and Good|detect evil and good]] spell, to a range of 15 ft. ><br> >**Dragon** >Gain a +1 bonus to your [[Abilities & Skills#Intimidation|Intimidation]] checks. ><br> >**Elemental** >Know the location of any [[Creature Type#Elemental|elemental]] within a 15 ft. radius around you that isn’t protected from divination magic. ><br> >**Fey** >Gain the effects of the [[Divine Spells#See Invisibility|see invisibility]] spell, to a range of 15 ft. ><br> >**Fiend** >Can see normally in [[Exploration & Environment#Dim Light|dim light]] and [[Exploration & Environment#Darkness|darkness]], both magical and nonmagical, to a range of 15ft. ><br> >**Monstrosity** >Gain [[Physical Capabilities#Darkvision|darkvision]] to a range of 30 ft., or if you already have darkvision, its range is increased by 15 ft. ><br> >**Undead** >Know the location of any [[Creature Type#Undead|undead]] within a 15 ft. radius around you that isn’t protected from divination magic. <br> ##### Fat Fat inures creatures to particular types of damage, decreasing the trauma caused when a creature takes damage of that type. Whenever you take damage of the type associated with the creature type whose fat you ingested, subtract 1d4 from that damage. This damage reduction occurs before resistance is calculated. | Creature Type | **Damage Type** | | :-----------: | :-------------: | | Aberration | Psychic | | Beast | Cold | | Celestial | Radiant | | Construct | Lightning | | Dragon | Special | | Fey | Poison | | Fiend | Fire | | Giant | Special | | Monstrosity | Thunder | | Ooze | Acid | | Plant | Poison | | Undead | Necrotic | >**Dragon** >The same as the damage type of the dragon’s Breath Weapon. If a dragon possesses Breath Weapons that deal multiple damage types, the damage type is randomly determined from among the available options. If it doesn’t have a breath weapon, its fat has no effect. ><br> >**Giant** >The same as the damage type with which the giant is associated (DM’s discretion). If a giant is associated with more than one damage type, the damage type is randomly determined from among the available options. If a giant possesses no additional damage type, its fat has no effect. <br> ##### Flesh Flesh fortifies the body with power. The first attack you make each turn that hits deals +1 bonus damage of a type associated with the creature type of the flesh you ingested. | Creature Type | **Damage Type** | | :-----------: | :-------------: | | Aberration | Psychic | | Beast | Cold | | Celestial | Radiant | | Construct | Lightning | | Dragon | Special | | Fey | Poison | | Fiend | Fire | | Giant | Special | | Monstrosity | Thunder | | Ooze | Acid | | Plant | Poison | | Undead | Necrotic | >**Dragon** >The same as the damage type of the dragon’s Breath Weapon. If a dragon possesses Breath Weapons that deal multiple damage types, the damage type is randomly determined from among the available options. If it doesn’t have a breath weapon, its flesh has no effect. ><br> >**Giant** >The same as the damage type with which the giant is associated (DM’s discretion). If a giant is associated with more than one damage type, the damage type is randomly determined from among the available options. If a giant possesses no additional damage type, its flesh has no effect. <br> ##### Heart Eating the heart of a magical creature lets you detect the presence of other hearts of that creature type. You know the direction (but not distance) of living (or, in the case of undead, unliving) hearts belonging to that creature type within a 60 ft radius. This effect can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt. <br> ##### Liver Ingesting the magically-preserved liver of a creature repulses creatures of that creature type. When a creature of the same type as the liver you ingested hits you with a melee attack, that creature takes 1d4 necrotic damage. Once a creature takes this damage, the effect can’t occur again until the start of your next turn. <br> ##### Spice Spice incorporates everything from celestial and fiend dust to the primordial remains of elementals, ethereal ichor, to pixie dust, and the pollen and spores of plants. For the duration, you gain the following effect: <br> >**Celestial** >You gain the effects of the [[Arcane Spells#Feather Fall|feather fall]] spell. ><br> >**Fey** >You gain the effects of the [[Divine Spells#Detect Evil and Good|detect evil and good]] spell. ><br> >**Fiend** >You gain 2d4 temporary hit points at the start of each minute. ><br> >**Elemental** >You can cast the [[Primal Spells#Elementalism|elementalism]] cantrip at will. ><br> >**Plant** >You gain the effects of the [[Primal Spells#Speak with Plants|speak with plants]] spell. ><br> >**Undead** >Your maximum and current hit points increase by 2d4.