ELIXIRS in Straalara | World Anvil
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ELIXIRS

Able to be made by anyone with the knowledge and skill to do so, elixirs are unique amongst other magic’s because they are all made with an ectoplasmic zoogloeal, often affectionately referred to as a “Mother.” When this glowing blob is combined with specific combinations of prepared ingredients and allowed to ferment, a magic elixir is the result. Mothers are quite rare and highly coveted items. Rumored to be from the Faewild, Mothers are cared for by their possessors like they are children.   To craft an elixir or potion, the creator must first gather ingredients for the elixir.  Next, they must be combined and brewed for an appropriate amount of time.  This will vary depending on what is being made.  Then, the zoogloeal must be added and more time is spent waiting for the "magic" to happen.  If all goes as planned, the elixir will be finished and ready for consumption after the zoogloeal is removed.

RULES - The player determines the potion they wish made.  Time and cost is determined by the Storyteller.  Once the appropriate expenses are paid and time is spent, the player rolls an Intelligence + Crafts test with a target number determined by the Storyteller.  This should be an extended roll with a minimum of 5 successes needed for basic elixirs.  Failure means the ingredients are ruined.
If successful, the Zoogloeal is added and another extended action roll is made.  If successful, the potion is made and the zoogloeal is safe and able to be used again.  If a failure occurs, there is a 50/50 chance that the potion is good, but the zoogloeal is killed.  If a Botch is rolled, both the elixir and zoogloeal are ruined and an explosion occurs that causes 6L damage to everyone in a 5 yard radius.  

Aren't potions fun!?!
Basic Healing Elixir - Consuming this will immediately heal some of the wounds that you have suffered.  Roll 4d10 with a target #6.  10's may be rerolled.  Successes will heal that many Bashing or Lethal wounds.  Aggravated wounds are healed at a rate of 1 wound per 2 successes.
Crafting - Cost: 20 coin worth ingredients                 Brewing: 5 successes with a difficulty of 7.                Magicing: 5 successes with a difficulty of 6.

Superior Healing Elixir - Roll 8d10 with a target #6.  10's may be rerolled.  Successes will heal that many Bashing or Lethal wounds. Aggravated wounds are healed at a rate of 1 wound per 2 successes.
Crafting - Cost: 75 coin worth ingredients                Brewing: 10 successes with a difficulty of 7.                Magicing: 8 successes with a difficulty of 7.

Healing elixirs are often stored in red bottles for easy identification in an emergency, but this is not required.  Many store their healing elixirs in black jars with crossed bones to mislead would be thieves.  The late wizard, Morda, often labeled healing elixirs as poison.  Sadly, she perished by consuming a bottle of actual poison.

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