Elixir of Life (5e Spell)
You fill a vessel with a potent draught of healing. Any creature who consumes said elixir regains 10d6 hit points and has advantage on saving throws against poisons or diseases for 1d6 hours thereafter. The elixir loses potency after you finish a long rest.
4th-level Necromancy | |
Casting time: | 1 hour |
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Range: | Self |
Components: | V, S, M (A crushed ruby worth 500 gp, which this spell consumes, and a small vessel worth at least 100 gp) |
Duration: | Instantaneous |
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