The Cure Blade: A Gamble for any Level

A ranger slashes an advancing goblin, tearing him in half, quickly and surely working his way through the horde. He turns his head back to his warrior friend, only to recoil in shock as he sees that his comrade has been overwhelmed, and now lies bleeding on the ground. Without their fighter to tank his way through the goblins, the ranger knows that his group will quickly be overwhelmed. He turns to call for the team cleric, but is disappointed to find that the healer has been cut off from this side of the group. No healing is forthcoming, and it seems like all is lost. With a wisdom that only desperation can provide, the ranger turns to his sword, a bizarre enchanted item that he purchased off of a shady dealer back in town. This weapon could very well turn the tide of battle, but it could also end any chance that they had of saving his friend. With little time left to spare, the ranger runs to the fallen warrior, cutting down all of the goblins who dare to stand in his way, and leans over the fighter. With a moments hesitation, and a whispered apology, the ranger lifts his blade, speaks a word of power, and runs it through his friend.

A cure blade counts as a plus one enchantment, and can be applied to any slashing weapon. The cure blade’s effect can be used up to three times per a day, activated by a specific command word. Once the correct phrase is uttered, the next person who receives a wound delivered by this sword receives great healing power. The blade revives hit points equal to an amount rolled on a die one larger than the damage done by the weapon in question (with a maximum being a twelve sided die.) For example, this ranger that we have read about is using a longsword with this enchantment. A longsword traditionally deals 1d8 damage, so the healing factor revives his comrade for 1d10.

One cannot “pull his punches,” so to speak, while using the effect of a cure blade. He must run his comrade through, dealing damage as though he were attacking an enemy. He needn’t coup de grace the warrior, but he must make a legitimate attack.

Damage from the attack is calculated, and brought upon the body, before the healing sinks it. Therefore, this weapon is a truly dangerous gamble, and should be saved only for dire circumstances. For example, out ranger friend here runs his fallen friend through, trying to heal him. His friend is currently at negative three hit points. The ranger rolls for damage, rolls a six, and adds three due to his strength modifier. This kills the boy, and no healing afterwards can heal that. So, in any situation where this would be used, it is truly wagering ones life on the roll of a die, and as such this weapon is usually reserved for weaker members of the group.

Related posts

Open Gaming License