Necromantic Elixirs
Necromantic Elixirs:
Whenever a creature drinks an experimental elixir you created, the creature gains temporary hit points equal to 2d6 + your Intelligence modifier (minimum of 1 temporary hit point).
Costs 15 doses of sirablood
Arcana check DC 10 to create an experimental elixir
CON save DC 10 + number of days you have ever used sirablood in this way or you go mad (short term madness). (You still get the effects of the elixir).
Notes mentioning this note
Things
[[13 Islands Lore]] [[A World to Mend]] [[Book of Forbidden Knowledge]] [[devils ore]] [[Ember Nemmonis Spellbook]] [[Eye drops]] [[Grandmother Nervepeelers...
Sirablood Recipes
Recipes and formulae for [[sirablood]] unlocked by [[The Alchemist]] via the [[Natalyas Letters and Collected Tomes]] collected by the heroes....