AD&D 2nd Edition » Magical ItemsMace of Healing This is a mace +2 to all but a cleric. In the hands of a cleric it has the following ability: This weapon has the ability to attain levels up to a maximum of 4th level. 1st - 2000 xp(doubles # of feats) 2nd - 4500 xp(triples # of feats) 3rd - 7500 xp(quadruples # of feats) 4th - 11000 xp(pentuples # of feats) The mace can perform the following feats each day starting at 0 level: Cure Light Wounds 4 times a day Protection From Evil Once per day as per spell Continual Light Once per day The mace gains experience after each session of adventuring. The maces owner must decide how much of his/her experience gained during the adventure will be given to the mace. The only time the mace gains experience independent of the adventure is when a natural to hit roll of 20 is rolled. The mace IMMEDIATELY gains 500 bonus experience EACH time a 20 is rolled. Possibly raising it a level mid-adventure. If the mace is out of the clerics possession for more than one week, it reverts to 0 level status. Only a cleric may use the feats and advance the maces' level. |