Waters of Life

''You create an elixir of potent herbs that heals wounds and other ailments. The serum smells sweetly, like kank honey, only purer, and glows in the darkness.''

You transform one gallon of any liquid into sweet–smelling serum that cures hit point damage, blindness, disease, poisoning, and fungal growth (such as the transformation of flesh into green slime), regenerates lost organs and limbs, and ends magical enchantments. You give half of the potion to the subject and drink the rest yourself. Drinking the half gallon requires one minute. If the subject is unconscious, then you can wet the subject's lips with the elixir and anoint its face and body with the rest of its share. Once you drink your half, the subject is healed as though it received the spells heal, break enchantment, and regenerate.

The subject's ailments transfer to you. You suffer all hit point damage, ability damage, poisons, curses, and diseases - everything that previously afflicted the subject. You fall into a near–comatose state for 1 hour while your body fights off infections and repairs the damage. At the end of the hour, you awaken and must make a Fortitude save (DC 20). If you succeed, you are healed as the subject was, and all is well. If you fail, you retain every injury and ailment the subject had suffered, and you are exhausted.

You can use rare and expensive herbs to reverse even death itself, as long as the subject could be raised by the raise dead spell. On drinking the elixir, the subject suffers a loss in level. Raising the dead with this spell brings your Fortitude save DC to 25; you die if you fail the save.

As a third option, you may instead divide the waters of life into 8 pint–sized flasks, which require only a standard action to drink. The flask heals 3d8 points of damage and cures one of the conditions listed above. These smaller doses do not require you to drink them and do not cause a coma.