Dungeons and Dragons Wiki
Register
Warning: You are not logged in. Your IP address will be publicly visible if you make any edits. If you log in or create an account, your edits will be attributed to your username, along with other benefits.

The edit can be undone. Please check the comparison below to verify that this is what you want to do, and then publish the changes below to finish undoing the edit.

Latest revision Your text
Line 13: Line 13:
 
This Medium [[SRD:Holy|''holy'']] [[SRD:Axiomatic|''axiomatic'']] longsword's enchantment bonus is equal to its holder's total bonus on [[SRD:Will|will]] saving throws; thus, it tends to be strongest in the hands of a [[SRD:Paladin|paladin]], [[SRD:Cleric|cleric]], or similar character. In addition to being used for melee attacks, the Pure Cross can be swung at empty air to launch a crescent wave of holy power; treat this as a ranged ray attack with a range of 25 feet (unlike most rays, the Pure Cross's ray is ''not'' a [[SRD:Touch Attack|touch attack]], so it does not ignore armor and natural armor modifiers; however, it is still capable of hitting incorporeal creatures, like any other magical ray). In any event, a hit from this weapon does an extra 2d8 damage to evil or chaotic creatures (which replaces the damage bonus of the ''holy'' and ''lawful'' properties) and an extra 4d8 damage to undead creatures; the bonus damage against evil and chaotic creatures stack with each other and the bonus against undead (a chaotic evil creature would take 4d8 extra damage, a chaotic or evil undead would take 6d8 extra damage, and a chaotic evil undead would take 8d8 extra damage). Evil or chaotic [[SRD:Outsider Type|outsiders]] take 10d8 extra damage; chaotic evil outsiders take 12d8 extra damage. In addition to this, the Pure Cross functions like a [[SRD:Rod of Absorption|''rod of absorption'']], and can absorb up to 30 levels of spells or spell-like abilities per day to be used to cast ''cure'' spells, [[SRD:Banishment|''banishment'']], or any spell from the [[SRD:Good Domain|Good]] or [[SRD:Law Domain|Law]] [[SRD:Cleric Domains|domains]] (either through a touch attack or embedded in the ray attack; however, even with a spell embedded, the Pure Cross's ray is never considered a touch attack). Spell levels can also be expended to add +2 to the bonus for a single attack or damage roll (including any special attack rolls, such as disarming, sundering, or tripping) for each spell level expended, or to automatically threaten and confirm a critical hit by expending 5 spell levels. Absorbed spell levels can be retained from day to day, but the Pure Cross can never have more than 30 unused absorbed spell levels at a time; any extra levels are simply wasted. Finally, the Pure Cross gains a +6 bonus to [[SRD:Disarm|disarm]] and [[SRD:Sunder|sunder]] attack rolls made against evil or chaotic weapons, armor, or items (this bonus increases to +12 against an item that is both chaotic and evil). For example, the Pure Cross gets a +6 bonus to sunder or disarm an [[SRD:Unholy|''unholy'']] or [[SRD:Anarchic|''anarchic'']] item, or a +12 bonus against an item with both of those properties.
 
This Medium [[SRD:Holy|''holy'']] [[SRD:Axiomatic|''axiomatic'']] longsword's enchantment bonus is equal to its holder's total bonus on [[SRD:Will|will]] saving throws; thus, it tends to be strongest in the hands of a [[SRD:Paladin|paladin]], [[SRD:Cleric|cleric]], or similar character. In addition to being used for melee attacks, the Pure Cross can be swung at empty air to launch a crescent wave of holy power; treat this as a ranged ray attack with a range of 25 feet (unlike most rays, the Pure Cross's ray is ''not'' a [[SRD:Touch Attack|touch attack]], so it does not ignore armor and natural armor modifiers; however, it is still capable of hitting incorporeal creatures, like any other magical ray). In any event, a hit from this weapon does an extra 2d8 damage to evil or chaotic creatures (which replaces the damage bonus of the ''holy'' and ''lawful'' properties) and an extra 4d8 damage to undead creatures; the bonus damage against evil and chaotic creatures stack with each other and the bonus against undead (a chaotic evil creature would take 4d8 extra damage, a chaotic or evil undead would take 6d8 extra damage, and a chaotic evil undead would take 8d8 extra damage). Evil or chaotic [[SRD:Outsider Type|outsiders]] take 10d8 extra damage; chaotic evil outsiders take 12d8 extra damage. In addition to this, the Pure Cross functions like a [[SRD:Rod of Absorption|''rod of absorption'']], and can absorb up to 30 levels of spells or spell-like abilities per day to be used to cast ''cure'' spells, [[SRD:Banishment|''banishment'']], or any spell from the [[SRD:Good Domain|Good]] or [[SRD:Law Domain|Law]] [[SRD:Cleric Domains|domains]] (either through a touch attack or embedded in the ray attack; however, even with a spell embedded, the Pure Cross's ray is never considered a touch attack). Spell levels can also be expended to add +2 to the bonus for a single attack or damage roll (including any special attack rolls, such as disarming, sundering, or tripping) for each spell level expended, or to automatically threaten and confirm a critical hit by expending 5 spell levels. Absorbed spell levels can be retained from day to day, but the Pure Cross can never have more than 30 unused absorbed spell levels at a time; any extra levels are simply wasted. Finally, the Pure Cross gains a +6 bonus to [[SRD:Disarm|disarm]] and [[SRD:Sunder|sunder]] attack rolls made against evil or chaotic weapons, armor, or items (this bonus increases to +12 against an item that is both chaotic and evil). For example, the Pure Cross gets a +6 bonus to sunder or disarm an [[SRD:Unholy|''unholy'']] or [[SRD:Anarchic|''anarchic'']] item, or a +12 bonus against an item with both of those properties.
   
βˆ’
This weapon's fearsome power does have a cost, though; wielding the Pure Cross eats away at its holder's resolve. For every 5 rounds that one wields this weapon, the user must succeed on a [[SRD:Will|Will]] save ([[SRD:DC|DC]] = 20 + 4 for each previous success) or suffer 1d2 points of [[SRD:Wisdom|Wisdom]] [[SRD:Ability Burn|burn]]. A round spent not wielding the Pure Cross is not only not counted against this limit, but actually reverts the counter by 1 round; for example, if you'd have to make a Will save against Wisdom burn on your next round, stowing away or dropping the Pure Cross and keeping it out of your hands for 1 full round would mean that you'd have 2 rounds until your next save if you began wielding it again. Once the Pure Cross inflicts Wisdom burn or is stowed away for 5 consecutive rounds, the DC drops back down to 20. Failing the save against Wisdom burn also forces the wielder to make an additional DC 18 Will save or be [[SRD:Shaken|shaken]] for 3 rounds. In addition, any creature without a lawful good alignment that attempts to hold this weapon immediately gains five [[SRD:Energy Drain, Negative Levels, and Level Loss#Negative Levels|negative levels]] (or only three if it's neutral good or chaotic good). These [[SRD:Energy Drain, Negative Levels, and Level Loss#Negative Levels|negative levels]] never result in actual [[SRD:Energy Drain, Negative Levels, and Level Loss#Level Loss|level loss]], but they remain as long as the Pure Cross is held, and cannot be removed in any way, not even [[SRD:Restoration|''restoration'']] spells, except for by discarding or stowing away the Pure Cross (which removes them immediately).
+
This weapon's fearsome power does have a cost, though; wielding the Pure Cross eats away at its holder's resolve. For every 5 rounds that one wields this weapon, the user must succeed on a [[SRD:Will|Will]] save ([[SRD:DC|DC]] = 20 + 4 for each previous success) or suffer 1d2 points of [[SRD:Wisdom|Wisdom]] [[SRD:Ability Burn|burn]]. A round spent not wielding the Pure Cross is not only not counted against this limit, but actually reverts the counter by 1 round; for example, if you'd have to make a Will save against Wisdom burn on your next round, stowing away or dropping the Pure Cross and keeping it out of your hands for 1 full round would mean that you'd have 2 rounds until your next save if you began wielding it again. Once the Pure Cross inflicts Wisdom burn or is stowed away for 5 consecutive rounds, the DC drops back down to 20. Failing the save against Wisdom burn also forces the wielder to make an additional DC 18 Will save or be [[SRD:Shaken|shaken]] for 3 rounds. In addition, any creature without a lawful good alignment that attempts to hold this weapon immediately gains five [[SRD:Energy Drain, Negative Levels, and Level Loss#Negative Levels|negative levels]]. These [[SRD:Energy Drain, Negative Levels, and Level Loss#Negative Levels|negative levels]] never result in actual [[SRD:Energy Drain, Negative Levels, and Level Loss#Level Loss|level loss]], but they remain as long as the Pure Cross is held, and cannot be removed in any way, not even [[SRD:Restoration|''restoration'']] spells, except for by discarding or stowing away the Pure Cross (which removes them immediately).
   
 
----
 
----
Please note that all contributions to the Dungeons and Dragons Wiki are considered to be released under the CC-BY-SA
Cancel Editing help (opens in new window)