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Adventurer's Vault.pdf

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186<br />

Cryptspawn Potion Level 15<br />

This viscous liquid smells faintly of death, yet it invigorates you<br />

against diseases and poisons.<br />

Potion 1,000 gp<br />

Power (Consumable): Minor Action. Consume this potion<br />

and spend a healing surge. You do not regain hit points<br />

as normal. Instead, gain resist 10 necrotic and resist 10<br />

poison until the end of the encounter. You also gain a +5<br />

power bonus to your next Endurance check against any<br />

disease of level 15 or lower.<br />

Deathspawn Potion Level 25<br />

Dark gray and odorless, this liquid wards off diseases and<br />

poisons.<br />

Potion 25,000 gp<br />

Power (Consumable): Minor Action. Consume this potion<br />

and spend a healing surge. You do not regain hit points<br />

as normal. Instead, gain resist 15 necrotic and resist 15<br />

poison until the end of the encounter. You also gain a +5<br />

power bonus to your next Endurance check against any<br />

disease of level 25 or lower.<br />

Elixir of Accuracy Level 8+<br />

You strike true after quaffing this sour, azure liquid.<br />

Lvl 8 125 gp Lvl 23 17,000 gp<br />

Lvl 13 800 gp Lvl 28 85,000 gp<br />

Lvl 18 3,400 gp<br />

Elixir<br />

Power (Consumable): Minor Action. Use this power after<br />

your drink the elixir. Once during this encounter, you can<br />

use a free action to gain a power bonus to a single attack<br />

roll equal to 5 minus one-half your level.<br />

Level 13: 8 minus one-half your level.<br />

Level 18: 10 minus one-half your level.<br />

Level 23: 13 minus one-half your level.<br />

Level 28: 15 minus one-half your level.<br />

Special: Consuming this elixir counts as a use of a magic<br />

item daily power.<br />

Elixir of Aptitude<br />

This sweet amber broth enhances your innate talents.<br />

Level 5+<br />

Lvl 5 50 gp Lvl 25 25,000 gp<br />

Lvl 15<br />

Elixir<br />

1,000 gp<br />

Power (Consumable): Minor Action. For 1 hour, gain a +1<br />

power bonus to checks using one skill of your choice.<br />

Level 15: +3 power bonus.<br />

Level 25: +5 power bonus.<br />

Special: Consuming this elixir counts as a use of a magic<br />

item daily power.<br />

CHAPTER 2 | Magic Items<br />

Elixir of Dragon Breath Level 7+<br />

Whether frigid, acidic, or crackling with energy, this liquid<br />

grants you a potent blast of dragon breath.<br />

Lvl 7 100 gp Lvl 27 65,000 gp<br />

Lvl 17 2,600 gp<br />

Elixir<br />

Power (Consumable ✦ Acid, Cold, Fire, Lightning, or<br />

Poison): Minor Action. Use this power after your drink<br />

the elixir. Until the end of the encounter, you gain an<br />

at-will attack power that requires a standard action to<br />

use: Close blast 3; +10 vs. Reflex; on a hit, deal 2d6 +<br />

Constitution modifier damage of a type determined<br />

when the elixir is created: acid, cold, fire, lightning, or<br />

poison.<br />

Level 17: +20 vs. Reflex; 3d6 + Constitution modifier<br />

damage.<br />

Level 27: +30 vs. Reflex; 4d6 + Constitution modifier<br />

damage.<br />

Special: Consuming this elixir counts as a use of a magic<br />

item daily power.<br />

Elixir of Flying Level 21<br />

Your feet leave the ground after imbibing this fluorescent, effervescent<br />

draught.<br />

Elixir 9,000 gp<br />

Power (Consumable): Minor Action. Gain a fly speed of 8<br />

(hover) until the end of the encounter or for 5 minutes,<br />

whichever comes first. When the duration ends, you<br />

float 100 feet toward the ground. If you are not on a<br />

horizontal surface sufficient to bear your weight at the<br />

end of this distance, you fall to the nearest such surface,<br />

taking damage accordingly.<br />

Special: Consuming this elixir counts as a use of a magic<br />

item daily power.<br />

CHRIS SEAMAN

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