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.
Related Items
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.