Healing

Geoff Watson

First Post
The group I am DMing for has asked about magics items for healing, rather than just using wands of cure light wounds.

Do you have any interesting suggestions for healing items, other than the usual wands and potions?


Geoff.
 

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Hmm, I have an item ability that is pretty interesting, Talak's Runesword (katana, but you could replace it with a bastard sword in a more European setting than mine). It was the weapon of a fabled general long ago, and has since been in the hands of various adventurers and/or power groups. Talak's Runesword has a +5 enhancement bonus, and grants the wielder a +2 enhancement bonus to Intelligence and Charisma when it is held or sheathed on their person. Additionally, once per day as a standard action while wielded, the wielder can activate a spell-like ability that heals 3d6 damage per round to the wielder for 1 minute, but only if the wielder is of Good alignment.

The sword doesn't have to only heal Good characters; that's just something Talak did with his to make it less desirable for others to steal (since in this campaign characters are alignment-less unless they take a feat to represent their tie to that philosophy). The cost of the healing ability is 57,600gp on top of the other enhancements on the sword.

I can build similar versions with either longer durations or more uses per day, but at 3d6 per round they'd be prohibitively expensive. With only 1d6 per round it'd be about the same price for a once-per-day item with a 10-minute duration. The item is created using the rules from Elements of Magic - Revised. If you want me to custom-create a similar "fast healing" type item, let me know and I'll see what I can do.
 

There were some cure arrows first appearing in Masters of the Wild instead of dealing damage. They came in 1d8+1-4d8+4 varaties. You still had to hit with them (if I remember right you only had to hit an allie's touch AC, not quite sure I don't have the book with me).
 

Have an item that causes a drawback as well as curing damage. Say a -2 penalty on attacks, saves and AC, lasts until you rest for 8 hrs or restoration is cast. Sounds right up Moldo's alley.
 

There are eternal wands from ebberon, basicly a wand 2/day instead of 50 charges. Limited to arcane magic, but with cure spells being on bard list you could make one. They are priced in ballpark of regular wands.

I once gave out a potion bottle of cure light wounds that refilled itself every morning as it collected the morning dew. This was in 2E so did not price the thing.

I remember the old D&D cartoon, one episode they got a net I think that could heal someone under it like once a day.

Ring of regeneration.(better to make it a ring of fast healing and lower price Sean K Reynolds has this on his site.)

Intelligent items can cast cure spells and even heal with special purpose powers.

One of the Instuments of the Bards, I think can cast cure light and another cure moderate but those are only once a day.

Make a special property on a weapon like the old ring of vampiric regeneration. Say +2 bonus does an extra d6 damage to creatures that are effected by crits and heals the same amount to the weilder of the weapon.

Hope this helps.
 

Some of my various healing items:

Sotillion's Wash Basin: If water is placed in the bowl and someone spends 1 full round washing themselves or another with it they will heal 1d8+5 hit points. The item can work an unlimited number of times, but only once per day for any one person.

Mercy's Ring: Once per day when the wearer drops below zero hit points they are automatically healed 3d8+15 points of damage. The magic of the ring works only once per day, so it isn't possible to "lend" the ring to someone else after you have received its benefit.

Staff of Blessings & Banes: One end of this strange staff looks like its still alive with just sprouting limbs and leaf/berry buds seeming to be growing out of it while the other end looks to be in a state of rotting decay. Anyone touched by the "living" end receives the benefit of either a Cure Moderate Wounds spell (2d8+5) (costs 2 charges) or a Bless spell (costs 1 charge). Each use costs one charge. Touching/hitting someone with the "rotting" end casts Inflict Moderate Wounds (2d8+5) (restores 2 charges) or Bane (restores 1 charge). The only way the staff can be recharged is by harming others.

Zagyg's Toys
Zagyg's Lesser Mallet of Healing: Anyone hit by this +2 mallet takes 1d8+3 points of damage but it heals 2d8+6 points of damage.

Zagyg's Mythic Mallet of Healing: This amazing mallet is very impressive. Anyone hit by it suffers 1d20 points of damage but it heals 2d20 points of damage. However it will only work 3 times per day.

Zagyg's Benevolent Bolts: A magical bolt (+1) that deals damage normally and then immediately heals 3d8+5 points of damage. The bolt vanishes after it hits a target.

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Hope you find them interesting.
 

Armband of Healing: 3 times per day, the wearer can activate this item via a command word, and receive the effects of a cure light wound spell cast by a 1st level caster. This item occupies the same slot as a phlactery or necklace.
Faint Conjuration; CL 1st; Craft Wondrous Item, cure light wounds;

Price Breakdown: Command Word activated 1st level spell item (1x1x1800; 1800) / (5/3 charges, which is how the rule is written) 3000gp.
(Or, if you go by chgs/5, 1080 is the cost, but in this case, i find that too cheap for an unlimited healing item)
 

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