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Elixir of Health

Elixir Of Health
  • Category: Potion
  • Rarity: Rare

When you drink this potion, you are cured of all magical contagions. In addition, the following conditions end on you: Blinded, Deafened, Paralyzed, and Poisoned.

The clear, red liquid has tiny bubbles of light in it.

Tactical Applications

Combat Strategy: Powerful single-use healing item that removes diseases and provides substantial healing. Essential emergency medicine for removing debilitating conditions mid-combat.

Class Synergies:

  • Any Class: Universal benefit from healing and disease removal
  • Frontline Fighters: Critical for removing diseases that impair combat effectiveness
  • Parties without Clerics: Provides access to disease removal without divine magic
  • Exploration Builds: Essential for dealing with environmental diseases and poisons

Build Considerations: Best saved for emergencies when diseases threaten character effectiveness. More valuable than simple healing potions due to condition removal.

Acquisition Methods

Crafting Requirements: Requires rare medicinal herbs, unicorn horn powder, and master alchemical techniques. Creation cost 800-1,500 gp and takes 1 month.

Common Sources:

  • High-end alchemical shops in major cities
  • Temple infirmaries and divine healing centers
  • Treasure hoards of healers and plague doctors
  • Reward from grateful communities after curing epidemics
  • Commission from master alchemists specializing in curative magic

Alternative Acquisition: Sometimes discovered in ancient medical facilities or obtained from unicorn encounters.

Value & Trade

Estimated Value: 1,000-2,000 gp, with premium pricing during plague outbreaks or in disease-prone regions.

Trade Considerations: High demand from adventurers exploring diseased areas. Temples may trade for services rather than gold.

Character Integration

Roleplay Elements: Suggests medical knowledge, experience with diseases, or connections to healing organizations and temples.

Character Concepts:

  • Traveling healer or plague doctor
  • Character with experience surviving epidemic outbreaks
  • Member of a medical or healing organization
  • Adventurer specializing in exploration of corrupted or diseased areas

Adventure Hooks

The Plague Outbreak: Disease spreads through settlements, requiring multiple elixirs and investigation of the source.

The Cursed Expedition: Exploring areas where magical diseases threaten party members regularly.

The Alchemical Mystery: Tracking down rare ingredients leads to encounters with unicorns, druids, or nature spirits.

The Healing Mission: Transporting elixirs to remote areas struck by supernatural plagues or curses.

Variants & Customization

Greater Elixir of Health (Rare): Removes curses and magical contagions in addition to diseases, provides more healing.

Preventive Elixir of Health (Uncommon): Provides immunity to diseases for 24 hours instead of curing existing ones.

Concentrated Elixir of Health (Rare): Single dose can be divided into 3 lesser doses with reduced effects.

Specialized Variants:

  • Plague Breaker: Specifically designed to counter epidemic diseases
  • Nature's Cure: Enhanced effectiveness against plant or fey-based diseases
  • Divine Blessing: Infused with divine magic for enhanced curse removal

Lore & History

Origins: Developed by ancient healers combining alchemical knowledge with divine blessing to combat supernatural plagues.

Historical Significance: These elixirs have prevented the collapse of civilizations by stopping magical diseases that resist normal treatment.

Cultural Impact: Symbols of hope during dark times and evidence of cooperation between medical and magical communities.

Magical Craft: Represents the pinnacle of curative alchemy, combining natural healing with magical enhancement.

Balancing Notes

Introduction Timing: Appropriate for levels 3-8 when diseases become serious threats but characters lack reliable magical curing.

Campaign Impact: Prevents disease from derailing adventures while maintaining tension around resource management.

Emergency Use: Single-use nature ensures players save them for truly critical moments.

Encounter Design

Recommended Challenges:

  • Encounters with disease-causing creatures like mummies or otyughs
  • Environmental hazards involving magical plagues or corruption
  • Social scenarios where curing diseases builds reputation and alliances
  • Exploration of areas where natural healing magic is suppressed

Tactical Adjustments: Availability of disease cures may allow more challenging encounters with disease-based threats.

Curative Items: Potions of Healing, Periapt of Health, and other items that address health and wellness.

Alchemical Products:

  • Other elixirs and potions with beneficial effects
  • Items that prevent or detect diseases
  • Tools for alchemical creation and medical practice

Complementary Equipment: Items that enhance healing magic or provide resistance to diseases and poisons.

Roleplay Opportunities

Medical Ethics: Deciding who receives limited curative resources during epidemic outbreaks.

Professional Respect: Earning recognition from medical and religious communities through effective use of healing resources.

Community Service: Using elixirs to help NPCs builds lasting relationships and reputation.