Atlantean Trilogy Archive
An alchemist shapes a clay golem beside copper furnaces and a homunculus in a jar, with whales drifting past a sunken city beyond.

Healing

Alchemy, Potion

Restores a substantial amount of lost hit points permanently.

From the book

Brewed with 2 drs. of sulfur, 2 drs. of troll's blood and 2 cts. of powdered jade, it heals 3-24 (3d8) points of damage. Unlike other potions its effect does not wear off: the healing is permanent. Taken with a Sedative, it heals twice as much.

Like every potion, it is brewed on a base of a pint of clear water, 1 dr. each of powdered gold, silver and copper, and 1 ct. each of seven powdered gemstones, for which an alchemist may substitute 2 drs. of Rare Earths. Brewing needs a mortar and pestle, a small cauldron or alembic and a furnace, and lasts a week; the fermenting mixture is unstable, with a 1% chance of mishap from the 2nd to the 7th day. Success is 90% plus 1% per level, to 99%, and the price starts at 400 G.P. Herbs with similar properties may stand in for scarce animal parts, but only if the base is doubled, and the chance of success drops by 25%.

At a glance

Ingredients
2 drs. of sulfur, 2 drs. of troll's blood, and 2 cts. of powdered jade
Effect
Heals 3-24 (3d8) points of damage
Duration
Permanent
Base
1 pint clear water; 1 dr. each powdered gold, silver, copper; 1 ct. each of any seven powdered gemstones (alchemists may use 2 drs. Rare Earths instead of the gems)
Equipment
Mortar and pestle, small cauldron or alembic, furnace
Time to complete
1 week per potion
Chance of success
90% +1% per level (max 99%)
Mishap
1% chance between days 2 and 7 (Alchemical Mishap Table)
Substitution
Herbal substitutes for animal ingredients: double the base, -25% success
Cost
Minimum 400 G.P. (more for costly ingredients)
Requires
Potions skill (prerequisites: Read Magic, Philtres and Magical Mixtures or Herbal Elixirs)