God-Blood
God-Blood is made by de-needling Bloodgrass, and milking the poison from the grass. This poison is then treated with a mixture of cow milk, chalk powder and spit. This mixture must then be constantly stirred and infused with gentle magic, a skill very few know how to do. Once it has been stirred for an hour it is shieved and purified to get rid of anything but the refined poison. Once purified it becomes God-Blood.
God-Blood is named for the belief that this potent mixture with strong healing properties must be what runs through the veins of the gods and goddess' themself. Some revere God-Blood as a religious thing, using it sparsely in rituals.
God-Blood does not spoil, and can be stored indefinitely. This is part of what gives it its very high price of 5GP per drop. A single drop is enough to heal most common illnesses and help improve pre-exsiting conditions such as a limp. A full potion of God-Blood is said to be able to heal anything if you can survive the strain it puts on your body.
The most common use of God-Blood is diluting it in healing potions. This makes them much more effective and cost efficient. A small potion only needs a single drop to increase its potency dramatically. Each drop of God-Blood in a potion increases its price by 7GP.
In-game rules:
A drop of God-Blood heals 4HP and cures you of any minor disease and poison. If you drink the equivilant to 10 drops it cures most complex diseases and poisons except for the most lethal or those altered or enhanced by magic. If you drink more than 10 drops you must succeed on a DC equal to the amount of drops consumed, Constitution saving throw. If failed you become uncounscious for 1d6 hours and take 4d6 Poison damage as your body can't handle the intensity of the God-Blood. If you succeed the God-Bloods potency increases healing 8HP per drop and healing anything not magical in nature. In rare cases it has made limbs regrow.
When a drop is put into a healing potion the healing potion exhanges 2 of its d4s healing with 8hps. This effect stacks any number of times. Diluted this way God-Blood presents no negative effects when drunk in excess but it also can't cure diseases and has no potential of regrowing limbs.
God-Blood is named for the belief that this potent mixture with strong healing properties must be what runs through the veins of the gods and goddess' themself. Some revere God-Blood as a religious thing, using it sparsely in rituals.
God-Blood does not spoil, and can be stored indefinitely. This is part of what gives it its very high price of 5GP per drop. A single drop is enough to heal most common illnesses and help improve pre-exsiting conditions such as a limp. A full potion of God-Blood is said to be able to heal anything if you can survive the strain it puts on your body.
The most common use of God-Blood is diluting it in healing potions. This makes them much more effective and cost efficient. A small potion only needs a single drop to increase its potency dramatically. Each drop of God-Blood in a potion increases its price by 7GP.
In-game rules:
A drop of God-Blood heals 4HP and cures you of any minor disease and poison. If you drink the equivilant to 10 drops it cures most complex diseases and poisons except for the most lethal or those altered or enhanced by magic. If you drink more than 10 drops you must succeed on a DC equal to the amount of drops consumed, Constitution saving throw. If failed you become uncounscious for 1d6 hours and take 4d6 Poison damage as your body can't handle the intensity of the God-Blood. If you succeed the God-Bloods potency increases healing 8HP per drop and healing anything not magical in nature. In rare cases it has made limbs regrow.
When a drop is put into a healing potion the healing potion exhanges 2 of its d4s healing with 8hps. This effect stacks any number of times. Diluted this way God-Blood presents no negative effects when drunk in excess but it also can't cure diseases and has no potential of regrowing limbs.
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