[New Magic Item] Libations of the Others

Libations of the Others

The dwarf adventurers passed several flasks of a strange potion around.

“What will it do?” the human sage asked.

“It will make you bold and strong, like us!” one of the dwarfs boasted as he took a deep drink from a flask.

The dwarfs watched as the human drank the potion.

“A test of strength, the?” the dwarf asked with a glint in his eye.

“Why not? I feel great!” the sage replied with a smile.

“Shall we make this interesting?” asked another dwarf as he retrieved a few coins from the pouch at his side. “Perhaps a little wager?”

In elder days, just before the race of Man came to prominence in the world, the demi-human peoples each created a kind of ‘racial drink’ that was designed to fortify their people and cause grief among Men. Some whisper that the Gods of Mischief were involved, others see this as a willful act of defiance as they were forced to the margins.

Benefit: Any demi-human that drinks one of their own libations (elf drinks elf potion) will receive full benefits from the magical liquid, any demi-human drinking that of another race (elf drinks gnome libation) will receive the healing aspect of the magical drink only. Humans drinking any of these potions will suffer accordingly, although humans will feel rejuvenated and generally quite positive, unaware of the trickery of these magical drinks until, perhaps, it is too late..

Dwarf Libation: Heals 1d8 points of damage, Dwarfs gain 3 points of Strength for one day. Humans lose 1d4 points of Constitution for 1 day. And heal at half the normal rate.

Elf Libation:Heals 1d6 points of damage, Elves receive +3 to Charisma for one day. Humans lose 1d4 points of Charisma for one day and heal at half the normal rate.

Gnome Libation: Heals 1d4+2 points of damage, Gnomes get an additional +3 to Wisdom for one day. Humans lose 1d4+1 points of Wisdom for a day and heal at one-third the normal rate.

Halfling Libation: Heals 1d6+1 points of damage, Halflings gain the ability to move Silently at a success rate of +45% to the skill (if a thief, otherwise, the ability is 65% for those halflings of other classes) for the length of one day. Humans lose 1d4 hit points and are -3 to hit with melee or ranged weapons for one day.

Usable by: Anyone, see above.

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