Healing Elixir
Healing Elixirs Heal 1d8 Hit Points. 2d6 turns after their use, the consumer will fall exhausted for 1d6 turns, and need a full night's sleep to do more than the most basic of tasks. 300 gp
Alchemists or similar might have what they call healing potions/elixirs. These have the benefit of magical healing potions, but are more like super caffeine and in 2d6 turns after their use, the consumer will fall exhausted for 1d6 turns, and need a full night's sleep to do more than the most basic of tasks. The regained HP are permanent unless further injury is received. The ingredients and formula may vary by alchemist and their manufacture is a closely guarded secret. There is a limit to the number of potions that are available and may be restocked slowly. An influx of adventurers to explore a newly discovered ruin usually depletes the stockpile and drives up the price of renewing the stockpile.
Item type
Consumable, Magical
Base Price
300 gp
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