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<blockquote data-quote="Thornir Alekeg" data-source="post: 3581804" data-attributes="member: 15651"><p>Sanguine Fern - These ferns are most commonly found growing over old battlefields or places where blood has been spilled frequently. The fonds of the fern are the bright red of fresh blood. The roots of the fern are the reddish-brown of dried blood and can been used to purge the body of poison and disease.</p><p></p><p>Shortly after injesting the fresh root of a fern, the recipient begins to develop a fever and will actually being to sweat blood for about 10 minutes. This causes the recipient to take 1d4 points of damage and to be fatigued for 8 hours. If the recipient is suffering from a disease or has been poisoned, it allows an immediate saving throw against the effects at +2. A second dose can be given after 8 hours, causing the same effect and allowing another saving throw at +2, but the recipient will be fatigued for an additional 24 hours. If a dose is given while the recipient is still fatigued from an earlier dose, the recipient takes 2d8 points of damage and gains no benefits.</p><p></p><p>The root can be dried and stored. Injesting dried root causes the recipient to sweat blood for about one minute, losing 1 hp and removes any effects of intoxication from alcohol. It does not allow a diseased or poisoned recipient an additional saving throw, but it will give a +1 bonus to the next saving throw noramally made against the effects.</p></blockquote><p></p>
[QUOTE="Thornir Alekeg, post: 3581804, member: 15651"] Sanguine Fern - These ferns are most commonly found growing over old battlefields or places where blood has been spilled frequently. The fonds of the fern are the bright red of fresh blood. The roots of the fern are the reddish-brown of dried blood and can been used to purge the body of poison and disease. Shortly after injesting the fresh root of a fern, the recipient begins to develop a fever and will actually being to sweat blood for about 10 minutes. This causes the recipient to take 1d4 points of damage and to be fatigued for 8 hours. If the recipient is suffering from a disease or has been poisoned, it allows an immediate saving throw against the effects at +2. A second dose can be given after 8 hours, causing the same effect and allowing another saving throw at +2, but the recipient will be fatigued for an additional 24 hours. If a dose is given while the recipient is still fatigued from an earlier dose, the recipient takes 2d8 points of damage and gains no benefits. The root can be dried and stored. Injesting dried root causes the recipient to sweat blood for about one minute, losing 1 hp and removes any effects of intoxication from alcohol. It does not allow a diseased or poisoned recipient an additional saving throw, but it will give a +1 bonus to the next saving throw noramally made against the effects. [/QUOTE]
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