Necromantic Stimulant

Mechanics & Inner Workings

This stimulant is incredibly dangerous to both prepare and consume. It's inadvisable to use even in the smallest of doses. Long term usage can cause lasting changes to the physical and mental state of the user. Upon consumption, if alive, the creature must make a DC 20 constitution saving throw or be overcome by the concoction of deadly poisons they have just put into their body. After taking this potion and succeeding on the save 5 times the DC lowers by two. This occurs for each 5 until the DC reaches 12, in which case it cannot go any lower. The effects of the stimulant last for 3d6 hours. If successfully consumed the potion has the following effects:   Denial. You gain immunity to necrotic damage and advantage on saving throws for effects caused by spells from the necromancy school.   Anger. You deal a bonus 2d6 necrotic damage whenever you attack with a spell.   Bargaining. Your ability to raise the dead is enhanced. Each use of a spell that raises the dead can target one extra corpse.   Depression. You can change the damage type of any other spell to necrotic damage. If you choose not to do so you must make a DC 14 constitution saving throw or the damage changes anyway and you take 2d4 poison damage from trying to hold back the potion's effect.   Acceptance. Your spell save DC and attack roll bonus for spells of the necromancy school is increased by 2.

Manufacturing process

With recipe, requires a DC 20 arcana check to make. It is practically impossible to make this potion by accident since the ingredients are highly deadly. Failure to prepare the potion correctly can have the following outcomes:  
  1. If the potion is made with the wrong amount of each ingredient it will kill the drinker as the poisons are not properly balanced.
  2. Between 16-19 on the skill check, the stimulant still functions but the save DC increases by 2 for each point under 20.
  3. Between 12-15 on the skill check, the stimulant still functions, the save DC increases by 2 for each point under 20 and the drinker takes 1d4 poison damage every hour that the stimulant is in their system.
  4. Below 11 on the skill check the creator takes 2d12 poison damage. Their hit point maximum is reduced by half of the damage taken and the stimulant is too dangerous to consume.
  5. On a natural 1 the creator is reduced to 1 hit point, their hit point maximum is halved and they are under the poisoned condition. The stimulant is too dangerous to consume.
Item type
Consumable, Magical
Raw materials & Components
  • 1 x Black Hellebore 
  • 2 x Yew
  • 1 x Hemlock 
  • 3 x Parsley
  • 2 x Foxglove

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