Cudgel of Cures
“He cured a village of madness in a week?” Valance asked skeptically.
“Sure as I stand here,” the peasant replied.
“And he was a priest of the Spider God?” quizzed Valance.
“He had the same symbol that you have on your cloak, if that’s what you mean,” the peasant said.
Valance paused a moment to ponder this revelation.
“Have you come to cure our illnesses?” another peasant asked with a hopeful look on his face.
“Hardly,” smirked Valance. “But I do like the idea of beating a few of you with a club.”
While the exact origin of the Cudgel of Cures is unknown, it is believed that some mischief was put into this magic item for while it cures, it must injure the person to be healed in the process. This stout club of dark hickory wood has been sanded smooth and has a leather grip made (allegedly) from the hide of a fiend from the Lower Planes.
Benefit: In combat the Cudgel of Cures delivers 1d4+2 points of damage upon a successful strike. When used to heal a person suffering from disease, madness or poison the cudgel deals 1d4 points of damage and the victim must roll their Constitution or under on 1d20. Success means that the afflicted person has been healed of whatever malady was ailing them. A person must be struck by the club for the healing magic to kick in. May be used to heal twice per day.
Usable by: Clerics and druids.