Listen up, you lot. It’s time to talk about enchantments and elixirs. Yeah, I know what you’re thinking – “That’s for those robe-wearing, soft-handed spellcasters.” Pfft, wrong. Even the toughest, beardiest dwarf knows the value of a good spell or a potion. Let’s break it down, no-nonsense style.
First off, enchantments. We’re not talking about fairy dust and unicorn whispers here. Enchantments are like adding a bit of extra muscle to your gear. You’ve got a sword? Enchant it to cleave through goblin armor like it’s butter. Got a shield? Enchant it so it can take a dragon’s breath without turning you into roast dwarf. It’s practical, see? No fluff, just good, solid magic making your stuff better.
And elixirs – don’t get me started. You think it’s smart to turn down a potion that can heal your wounds, make you stronger, or let you see in the dark? That’s not just foolhardy; it’s outright dumb. In the heat of battle, when your back’s against the wall, and you’ve got more enemies than you’ve got axes, a quick swig of the right potion can mean the difference between victory and ending up as troll dinner.
But here’s the kicker – it’s not just about using these things. It’s about respecting them. Magic’s a tool, like an axe or a hammer. You’ve got to learn it, understand it, and use it right. Slap a random enchantment on your gear without thinking, and you might end up with a sword that sings lullabies instead of battling orcs. Drink the wrong potion, and whoops, now you’re a toad.
So, to all you hard-headed warriors and adventurers out there: don’t snub enchantments and elixirs. Embrace them. Learn about them. And most importantly, use them. They’re not just for wimps; they’re for the smart, the prepared, and the ones who plan on living to see another day.
Bah, enough chit-chat. Go out there, get enchanted, potion up, and kick some enemy rear. Just do it smart, or don’t come crying to me when you turn yourself into a chicken.
Elixir of the Iron Gut
Description: This thick, iron-grey potion bubbles and hisses when opened, emitting a smell like a forge at work. Once consumed, it fortifies the drinker’s innards, making them resistant to poisons, diseases, and even the effects of alcohol. Perfect for those “dining” in dubious taverns or exploring poisonous swamps.
Dungeons & Dragons 5e Mechanics:
- Type: Potion
- Rarity: Rare
- Effects: After drinking this elixir, for the next 24 hours, the consumer has advantage on saving throws against poison and disease, and is immune to the poisoned condition. Additionally, they cannot get drunk, no matter how much alcohol they consume.
- Duration: 24 hours
- Crafting Requirements: Requires a skilled alchemist; ingredients include iron filings, a drop of basilisk blood, and fermented dwarven ale.
Savage Worlds Adventure Edition (SWADE) Mechanics:
- Type: Consumable
- Effects: Once imbibed, the character gains +4 to resist any kind of poison or disease for the next 24 hours. This includes natural poisons from creatures, toxic environments, and man-made poisons. The elixir also grants immunity to intoxication from alcohol.
- Duration: 24 hours
- Availability: Rare, typically found in specialized alchemy shops or can be crafted by a character with the Alchemy skill and appropriate materials.
- Cost: Varies depending on the setting, but generally expensive due to the rarity of ingredients.
There you go, a potion to keep your insides as tough as your outsides. Just don’t go thinking it makes you invincible, dumbass. No potion can fix stupid.