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Thursday, December 30th, 2021 12:26 am
After you’ve gone and expanded your game’s toxic repertoire, what next is there to do?

Why not offer a broader palette of ways to avoid, lessen, or undo some of the various terrible things that adventurers manage to inflict on themselves and others?

In the name of balance, then (hee), here are a dozen treatments and tonics:

01. Crystal Cordial: Clears the mind of fuzziness and confusion.
02. Sunbalm: Protects against infection from undead-inflicted wounds. 4 hrs.
03. Winerose Elixir: Bolsters resistance against poisons (allows second save or equiv.)
04. Saintkiss: Maximizes next applied (or cast) healing ability. Expensive!
05. Silverfog Drops: Clears artificially-induced blindness or misdirection.
06. Heaven’s Hero Elixir: Boosts a single attribute by 1 for 1d3 hrs. Multiple doses not recommended.
07. White Wind Balm: Heals recent burn-related injury.
08. Golden Earth: Repels insects and similar small creatures. 8 hrs.
09. Rainmist Oil: Repels (most) jellies and fungi. 4 hrs.
10. Moon Tarnish: Protects against lycanthropic infection. 2 hrs.
11. Crimson Vision Elixir: Nerve tonic, allows test against paralysis.
12. Lightning Juice: Energy boost, wakes you right up; undoes sleep and sleeplike effects.