
Herbal Elixirs
Skill, Magical/Alchemical
Short-lived, potion-like herbal drinks brewed on a water base; requires Herb Lore plus Herbal Remedies or Philtres. 2,000 XP.
From the book
Herbal elixirs are water-based brews that act much like potions but fade far sooner, usually after d6+4 minutes. The maker grinds fresh or dried herbs with a mortar and pestle and heats them over a fire in a fluid ounce of clear water. Each takes 1-4 hours, or half that for an alchemist, and ready-made elixirs sell for 200 GP or more. Anyone can learn the art from a tutor for 2,000 XP if they already know Herb Lore and either Herbal Remedies or Philtres.
The effects are varied. Some boost the drinker: Charisma or Strength up by 1-4, Heroism (racial maximum Strength and Will), Luck (+1 on all saves), unearthly beauty for a woman, sight sharp enough to pick out tiny details a mile away, flight, invisibility, a charming gaze, and a mistletoe brew that adds 50% to picking locks even for the untrained. Others reveal things: detecting illusion, answering one yes-or-no question, sensing danger within a 100-foot area, putting three truthful questions to someone dead less than a day, or acting as a truth serum. Elixirs of Protection keep a named kind of threat (disease, evil, lightning, lycanthropes, serpents, spirits, vampires and others) from coming within a foot of the drinker, and Elixirs of Resistance give +2 saves against magic, necromancy or witchcraft. A juniper elixir sprinkled over food, drink or a mixture makes any poison in it harmless.
At a glance
- Skill group
- Magical/Alchemical
- Cost
- 2,000 XP (tutor required; at least 2 months)
- How it works
- 90% +1% per level (max 99%); 1-4 hours (half for an alchemist); effects last d6+4 minutes
- Requires
- Herb Lore, plus Herbal Remedies or Philtres
- Learned by
- Alchemist (2), Druid (5), Sorcerer (3), Thaumaturge (5), Witch (3), Savant (optional, Divine Magic)
- Price
- At least 200 GP each
- Materials
- 1 fl oz clear water base; mortar and pestle and a fire source