Destill Serums
Mysticism

You tinker with the potent magic of certain serums.

Activity

You spend the day carefully distilling and monitoring two serums of healing of the same item level. At the end of the day, attempt a Mysticism check (DC = 10 + the level of the serum).

Results

You combine the two serums into a single serum of healing that functions normally for a serum of its level, except it restores additional Hit Points. If you succeed at the Mysticism check, the new serum heals 2 additional Hit Points per die rolled (such as 3d8+6 Hit Points for a mk 2 serum of healing). If you exceed the DC by 5 or more, treat any die result of 2 or less as though it were a 3 to calculate the number of Hit Points the serum restores. If you fail the Mysticism check by 5 or more, the serum is rendered inert and doesn’t restore any Hit Points.

Multiday

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Special

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Source

Ports of Call pg. 25

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