mad7eo
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Joined: Wed 20 Sep 2023, 11:55

Elixir of Life

Wed 20 Sep 2023, 12:02

I'm reporting a question from the Davokar Explorer's League discord

How does it work?

Image
  • Do I roll 1d6 and it's both the hp and the duration?
(for example 3 hp healed, 1 each turn for 3 turns and 3 temp corruption points)

or
  • it will be 1d6 healed every 1d6 turns~
(for example with a 3 on the first d6 and 4 on the second d6, this will result in a heal of 3 every turn for 4 turns, with a total of 4 temporary corruption across them)

The second one feels powerful (with a roll of 6 hp the elixir can heal up to 36! hp...) but it seems how it's worded
 
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Jacob Rodgers
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Re: Elixir of Life

Wed 20 Sep 2023, 20:04

There are a few ways to interpret the Elixir of Life, and as long as you are consistent, you can use any of the options:
  • a) Roll 1d6 for number of turns (call this n). For each of those turns, roll 1d6 to determine the number of hit points regained that turn (call this h1, h2, etc). The creature gains n temporary Corruption and heals h1 + h2 + ... total hit points.
  • b) Roll 1d6 for number of turns and amount regained each turn (call this n). Each of those turns, the creature regains that number of hit points. The creature gains n temporary Corruption and heals n × n total hit points.
  • c) Roll 1d6 for number of turns (call this n). Each of those turns, the creature regains 1 hit point. The creature gains n temporary Corruption and heals n total hit points.
As far as official answers, c) is most supported by the text, though I believe a) was the interpretation I had in mind, though either of the Mattiases could have thought a) or b) was what we meant, and I would totally understand. Again, as long as you are consistent with everyone (player characters, enemies, and neutral characters), it will work out.
 
mad7eo
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Re: Elixir of Life

Thu 21 Sep 2023, 09:29

I like this (1 hp for 1d6 turns plus corruption)
c) Roll 1d6 for number of turns (call this n). Each of those turns, the creature regains 1 hit point. The creature gains n temporary Corruption and heals n total hit points.
but I don't feel that's what they had in mind it can heal 6 hp max, less than a short rest.

a) (1d6 hp X 1d6 turns) feels better, but can be really powerful. Baddies will use it too :)
 
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Jacob Rodgers
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Re: Elixir of Life

Thu 21 Sep 2023, 17:16

For absolute clarity, I am one of 'they'. I agree that it is a very strict interpretation. Again, I believe (though it has been a long time) was not the intent, but it is a way to read the text in the book.
 
mad7eo
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Re: Elixir of Life

Thu 21 Sep 2023, 17:21

For absolute clarity, I am one of 'they'. I agree that it is a very strict interpretation. Again, I believe (though it has been a long time) was not the intent, but it is a way to read the text in the book.
Thanks for your answer, I hope my english was good enough, it's not my first language!
 
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ruinedCaribet
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Re: Elixir of Life

Mon 16 Dec 2024, 23:04

Compare Elixir of Life with a) Herbal Cure, b) Holy Water, c) Cure Wounds spell.

a) Herbal Cure: cost 10 Th, heals 1D4 (no corruption), then must wait for a Short/Long Rest

b) Holy Water: cost 20 Th, heals 2D4+2 AND reduces temp Corruption by 1

c) Cure Wounds: spell mod+nD8 where n is level of spell cast. Can't be favoured, so Caster suffers n+1D4 Corruption.

Against that, the most sensible interpretation seems to be:

d) Elixir of Life: cost 10 Th, and gain regenerative powers for 1D6 turns. Heal 1D6 each round at start of character's turn, and suffer 1 Corruption gained each turn the Elixir is in effect. So if you roll 4 for the duration, then for the next 4 turns, you start your turn by regenerating/healing 1D6 HP and suffer 1 temp. Corruption. If you have fewer HP lost than the Elixir grants, you still "regenerate" and gain corruption for the full duration.

Frankly, I'd go for Holy Water if I can get it! Failing that, in preference order: Herbal Cure, persuade the Theurge to Cure me, else consume Elixir of Life. The Theurge might swap the preference of the last 2!

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