Potion: Armor Heal    

This potion is highly valued when adventurers cannot find a blacksmith to fix their armorings. All one has to do is pour the contects upon 1 set of armor, cape-guard, or shield and it will magically mend of damage (See: "Healing").

 

This potion will not increase the damage points of a set of armor past its maximum.

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Area of Effect: 1 full set of armor, or 1 capeguard, or 1 shield.

Avoidance-Roll: None.

Damage: None.

Doses: 1.

Duration: Permenent.

Effect Time: 1 turn (5 seconds).

Hand Movement: None.

Healing: 5-D20 +5 x 3 in all area of the armor it is poured upon.

History: The Kithrin Dwarves developed this potion to quickly fix armoring. After realizing the more part of their race was gifted with the attracting of skirmishes, the military leaders petitioned their king that his personal enchanters create a way to fix armors while in the battle field (as they realized their fighters have a chronic fighting habit).

 

Immunities: Check for magic resistant armoring to nullify these effects.

Invoke time: None.

Maximum Adjustment: None.

Notes: None.

 

Potion Attributes:

Color ---- : Clear.

Smell ---- : None.

Taste ---- : Like kerosine. Special: If this potion is imbibed, the drinker will slip into a coma in 2-D12 hours (-40 on Defense and Offense after drinking it, and before coma occurs). Once in a coma, the imbiber must make a successful "Constitution Check" (Con. = % chance), or die at the end of the 2-D12 hours. Note: Luck may be used to succeed if it was administered without his or her knowledge (as this would be considered an attack). Luck used to succeed will not be usable for 2-D12 hours (usually Luck refreshes after each situation - in this case it will have a delay of 2-D12 hours).

 

Texture - : x3 thinner than water.

 

Preparation: Pour it on the armor to be mended of damage.

Range: Armor only.

Resting Time: None.

Special: None.

Susceptibilities: None.

Value: 85 Silver.