Food & drink should be...
* Fey: enticing and changing
* Elemental: hot, cold, airy, watery, or earthy
* Devilish: appearing as one of the above, but corrupted
Special: By working with certain lords of food & drink, spellcasters can enchant such refreshments, being known as magic culinarians (or esoteric barkeeps) when they do so. In exchange for giving up another special ability or spell, they can alter one serving of food and/or drink to contain a spell that they know. Once eaten or quaffed, the spell is then cast upon the imbiber. The spell remains otherwise ready for use for as long as the food or drink does. That spell use also remains unavailable to the magic culinarian until such consumption takes place, preventing the magic culinarian from amassing too much magical beverage and cuisine at once.
1. Dire Results: Either the food fails to be enchanted and any magic used for it is wasted, or the enchantment works, but the one(s) consuming it experience a food & drink test too (see Part II)- an equal chance of either.
2. Not my best: The spell's effects will only be at 50% their normal strength.
3. It's not ready yet! The culinarian needs 3d6 additional rounds to finish enchanting the food and/or drink..
4-9. Supernatural Flavor Only: Besides the food & drink special qualities, nothing additional happens with this food and/or drink.
10-11. Strong Food: The spell's effect or duration is boosted by 50%, 100% if the number of special qualities the food and/or drink has are doubled.
1. Light: looks pure and good.
3. Nourishing: satisfies for 50% longer.
4. Palliative: increases any healing magical effects placed in it by 50%.
5. Protective: grants a +2 bonus to all saves for the next 1d6 turns.
6. Purging: removes curses, restores senses, and the like, though the imbiber will be unable to act for the next 3d6 rounds as it does its work.
1. Sweet: tastes wonderful.
2. Decadent: similar food and drink must be indulged upon immediately, only be resisted with a save vs. spell/ Will save DC 15.
3. Intoxicating: removes sorrow and reduces all saves or other rolls that requires restraint by -1d7.
4. Per another table, yet the effects are still whimsical (roll 1d4): [1] angelic, [2] elemental, [3] demonic, [4] devilish.
5. Enhancing: increases any magical effects placed in it by 50%.
6. Entropic: causes a random spell that the magic culinarian knows to be cast via the food or drink instead.
Elemental (roll 1d6)
2. Cold/ chilling
3. Airy/ light
3. Quite Unpleasant: per one of the Elemental results above, but all partakers are harmed by it, and with a -6 penalty instead.
4. Remedy Wrong: per one of the Demonic results above, but the partaker's maladies can conveniently be stopped in return for performing a service... for the magic culinarian of course.