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Curative (3.5e Equipment)

Revision as of 03:40, 15 December 2013 by Eiji-kun (talk | contribs) (Created page with "{{author |author_name=Eiji-kun |date_created=12-14-13 |status=Complete}} <onlyinclude> ==Curative== [[Summary::Curative weapons deal an extra 2d6 damage against creatures whic...")
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Author: Eiji-kun (talk)
Date Created: 12-14-13
Status: Complete
Editing: Clarity edits only please
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Curative

A curative weapon is marked with organic glowing lines of energy that beat and pulse like blood vessels on the weapon that glow brightly when activated (see below). Curative weapons deal an extra 2d6 damage against creatures which are harmed by positive energy. As a swift action 1/day, the weapon may be activated to transform the business end of the weapon into pure positive energy. Until the beginning of your next turn all attacks made with the weapon cure creatures with a burst of positive energy equal to the damage they would have otherwise taken (including the +2d6 damage usually reserved for undead targets). For creatures harmed by positive energy, they instead take double damage from attacks while activated.

Strong Conjuration; CL 12th; Craft Magic Arms and Armor, heal; Price: +2.



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