Elixir of Life


Enc: 2.5 
IS: [potionsave]
Aura:
XP: 250
GP: 2500
Potions
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-
-
DMG

This potent draught will restore life to any creature,
even if at a negative hit point level equal to up to 20% of total hit points.
(Thus, it will benefit even a creature at -10 hit points,
so long as that creature has a full-strength hit point total of 50 or more.)
The power of the elixir will function only if administered internally within 5 rounds of the occurrence of death.
One turn later,
the recipient will be unconscious but at 1 hit point strength.
For each negative hit point neutralized in this fashion,
the recipient must rest for one day or else receive a cure light wounds spell to offset the need for that one day of rest.
A cure serious wounds spell will count for two days of rest,
a cure critical wounds spell for three,
and a heal spell for seven days.
Demi-humans are affected by this elixir.




Appearance/Consistency: cloudy
Transparency: phosphorescent (determine transparency)
Colour: creepy green
Taste/Odor: chicken soup 
<see
The Black Company>



Quote:
Originally Posted by Tuzenbach
The bottom line was, if you had the years to spare and/or a healthy supply of potions of longevity/elixirs of life, this was the "secret weapon" for you. Or for me, anyway. The real tricky bit was figuring out how to store 9-score darts on your person!


As for the latter, any PC that had such a thing in my campaign would have been continually besieged with parties of NPC adventurers and monsters seeking to loot his store of potions.

In regards the darts, as the DM i'd have suggested that the PC with them was in "porcupine mode," darts feathers outwards <laughing>

Cheers,
Gary
 
 

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