Zelda Custom Rules
Cooking and Alchemy
A character with Proficiency in (and access to) Alchemist's Supplies, a Herbalism Kit, or Cook's Utensils can use them to create food or elixirs using ingredients, animals, and monster parts.
Elixirs are one-shot potions with short term enhancing effects. Each elixir requires monster parts (such as Octorok Eyeballs or Bokoblin Horns) and effect-conferring animals (such as a Restless Cricket). Elixir materials weigh 1 pound for each 500 rupees worth of materials.
During a long rest, you can use Alchemist's Supplies and materials to make one Elixir, or alchemical item (acid, alchemist's fire. antitoxin, oil, perfume, or soap), spending materials equal to one half the item's cost. Materials from more powerful monsters give access to longer-lasting Elixirs.
During a long rest, you can use a Herbalism Kit and plant-based materials to make an Enduring, Energising, or Healing Elixir, spending materials equal to one half the item's cost. Materials from more powerful monsters give access to longer-lasting Elixirs.
See Also: List of Monster Parts
Types of Elixir
|Bright Elixir||Confers necrotic resistance||1,000 rupees|
|Chilly Elixir||Confers fire resistance||1,000 rupees|
|Electro Elixir||Confers lightning resistance||1,000 rupees|
|Enduring Elixir||Temporarily ignore Exhaustion||2,500 rupees|
|Energising Elixir||Replenish a Hit Dice||1,000 rupees|
|Fireproof Elixir||Confers fire immunity||2,000 rupees|
|Hasty Elixir||Confers +10ft movement speed||1,000 rupees|
|Healing Elixir||Heal 2d4+2 HP||250 rupees|
|Greater Healing Elixir||Heal 4d4+4 HP||1,000 rupees|
|Hearty Elixir||Confers +1d6 temporary HP||500 rupees|
|Invulnerable Elixir||Confers resistance to all damage||20,000 rupees|
|Mighty Elixir||Confers +2 bonus damage||1,000 rupees|
|Sneaky Elixir||Confers +5 stealth||1,000 rupees|
|Spicy Elixir||Confers cold resistance||1,000 rupees|
|Tough Elixir||Confers physical damage resistance||4,000 rupees|
The default duration of an elixir is 1 minute. More powerful monster parts can create 10 minute, or 30 minute effects.
Cooking allows you to create normal food, tasty meals, and food with special effects. Food with special effects requires one or more special ingredients (such as Mighty Bananas or Voltfin Trout).
During a rest you can make a meal with one or more ingredients. Make a Cook's Utensils check as follows:
A meal feeds 2 people. For each additional copy of the same special ingredient, or additional normal ingredient, add 2 servings.
The effect of the meal depends on the ingredients used. Adding additional, different, ingredients, with the same effect, stacks those effects, for example a meal containing a Chillshroom and a Cool Safflina gives two stacks of Chilly
Types of Meal
|Chilly||Reduce fire damage taken by 1 per stack|
|Cooling||Reduce DC of hot weather checks by 5 per stack|
|Electro||Reduce lightning damage taken by 1 per stack|
|Enduring||Ignore one level of Exhaustion per stack|
|Energising||+1 HP per stack recovered per Hit Dice used|
|Fireproof||Confers fire resistance||does not stack|
|Hasty||Confers +1ft movement speed per stack|
|Hearty||Confers 1 temporary HP per stack|
|Mighty||Confers +1 bonus damage per stack|
|Sneaky||Confers +1 stealth per stack|
|Spicy||Reduce cold damage taken by 1 per stack|
|Sticky||Confers +1 climbing per stack|
|Tasty||+1 HP per Hit Dice spent while eating||does not stack|
|Tough||Reduce physical damage taken by 1||does not stack|
|Warming||Reduce DC of cold weather checks by 5 per stack|
Spices (such as Rock Salt or Chickaloo Nuts) can be used as a special ingredient that matches one other ingredient in the meal, without increasing the DC to cook it. For example a meal containing a Chillshroom and Rock Salt gives Chilly 2. Only one spice counts in this way for any meal.