Quickleaf
Legend
Hey, I'm introducing some new elixirs into my campaign sold by an NPC (though eventually I'll need to work out how they're crafted), and was wondering if I've got the pricing right?
Anti-Venom: If taken within 1 minute of being poisoned, this anti-venom grants a +5 save against any secondary damage and reduces any ability or hit point damage initially caused by 1 point. The anti-venom comes in three varieties: For scorpion stings, spider bites, and snake bites. The right anti-venom is needed to get any benefit. 40 gold?
Corpse Blight: If poured over a corpse causes rapid decay such that the identity is no longer clearly visible. Allegedly made only for the Temple of Osiris, it is technically illegal for freemen to use. If used in an offensive spell targeting undead with some remnant of flesh it adds an extra die of damage.
Special: Requires a successful DC 18 Gather Information check to get access to. 75 gold?
Diviner’s Blood: When poured onto the earth, forms a shape relevant to what will occur in that area in the near future; If used in conjunction with a divination spell adds +2 to the effective casting level of the spell. 175 gold?
Holy Water of Antekh: Acts as normal holy water, plus if used against an incorporeal creature the spirit must make a Fortitude save (DC 15) or become corporeal 1d6 rounds. In addition, the holy water provides a +2 bonus on Heal checks, and provides sustenance for the Maa-Kheru as standard holy water. 75 gold?
Kohl: When applied beneath the eyes, makes wearer immune to daze effects, glare from the sun, and adds +2 saves against light-based effects targeting vision; Lasts for eight hours, and comes with enough for 5 applications. 50 gold?
Mummy Ashes: These ashes have two uses. First, they can be used in conjunction with a fire-based spell to deal an additional 1 point of damage per die when cast against undead. Second, if smeared over the skin of a living creature they mask the wearer as one of the undead. Such creatures will overlook the wearer provided he is not acting in an unusual manner for an undead creature. This effect lasts for 20 minutes before wearing off. 250 gold?
Sacred Lotus Fruit: Somehow Mesikhert manages to get her hands on a few of these fruits each year, despite how well Eh’hi guards them. Eating one of these fruits provides sustenance equal to one meal, and removes the effects of fatigue caused by environmental conditions like heat or magic like waves of fatigue (though not, for example, from a forced march or lack of water). 250 gold?
Smelling Salts: When put to the nose of an unconscious or sleeping character immediately revives them if succeeding a DC 10 Fortitude save, if necessary restoring one hit point of subdual damage. Keeps for 2 weeks. 20 gold?
Tears of the Pilgrim: Acts as either a potion of cure moderate wounds, potion of cure blindness or potion of remove paralysis according to the need of the imbiber. 450 gold?
Anti-Venom: If taken within 1 minute of being poisoned, this anti-venom grants a +5 save against any secondary damage and reduces any ability or hit point damage initially caused by 1 point. The anti-venom comes in three varieties: For scorpion stings, spider bites, and snake bites. The right anti-venom is needed to get any benefit. 40 gold?
Corpse Blight: If poured over a corpse causes rapid decay such that the identity is no longer clearly visible. Allegedly made only for the Temple of Osiris, it is technically illegal for freemen to use. If used in an offensive spell targeting undead with some remnant of flesh it adds an extra die of damage.
Special: Requires a successful DC 18 Gather Information check to get access to. 75 gold?
Diviner’s Blood: When poured onto the earth, forms a shape relevant to what will occur in that area in the near future; If used in conjunction with a divination spell adds +2 to the effective casting level of the spell. 175 gold?
Holy Water of Antekh: Acts as normal holy water, plus if used against an incorporeal creature the spirit must make a Fortitude save (DC 15) or become corporeal 1d6 rounds. In addition, the holy water provides a +2 bonus on Heal checks, and provides sustenance for the Maa-Kheru as standard holy water. 75 gold?
Kohl: When applied beneath the eyes, makes wearer immune to daze effects, glare from the sun, and adds +2 saves against light-based effects targeting vision; Lasts for eight hours, and comes with enough for 5 applications. 50 gold?
Mummy Ashes: These ashes have two uses. First, they can be used in conjunction with a fire-based spell to deal an additional 1 point of damage per die when cast against undead. Second, if smeared over the skin of a living creature they mask the wearer as one of the undead. Such creatures will overlook the wearer provided he is not acting in an unusual manner for an undead creature. This effect lasts for 20 minutes before wearing off. 250 gold?
Sacred Lotus Fruit: Somehow Mesikhert manages to get her hands on a few of these fruits each year, despite how well Eh’hi guards them. Eating one of these fruits provides sustenance equal to one meal, and removes the effects of fatigue caused by environmental conditions like heat or magic like waves of fatigue (though not, for example, from a forced march or lack of water). 250 gold?
Smelling Salts: When put to the nose of an unconscious or sleeping character immediately revives them if succeeding a DC 10 Fortitude save, if necessary restoring one hit point of subdual damage. Keeps for 2 weeks. 20 gold?
Tears of the Pilgrim: Acts as either a potion of cure moderate wounds, potion of cure blindness or potion of remove paralysis according to the need of the imbiber. 450 gold?