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3 player party and no cleric, need advise
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<blockquote data-quote="ARandomGod" data-source="post: 1563789" data-attributes="member: 17296"><p>Look up the SRD, under "Magic items, basics and creation":</p><p><a href="http://www.wizards.com/d20/files/v35/MagicItemsI.rtf" target="_blank">http://www.wizards.com/d20/files/v35/MagicItemsI.rtf</a></p><p>And you'll find that you can make magic items with a certain number of uses per day, that any character can use as if that character could cast the spell. Healing spells are not specifically excluded, and, indeed there are wonderous items wherein certain ones are specifically included (see prayer beads, althought those are one use only items, it's still a precedent to include such items)</p><p></p><p>You'll discover, after some lightly confusing writing, that a belt of Cure Light Wounds, suggested cost is approximately 360 gold pieces per charge per day. Further reading may also suggest to you that five uses per day would cost 1800 gold peices, and that would be identical to the cost of an item that can do it an unlimited number of times per day...</p><p>I meantion this unlimited part to show that the "suggested price" really should be taken as a suggestion. Because being able to cast that an unlimited number of times per day is immensely stronger than a ring of regeneration (well, as long as no parts are amputated...)</p><p></p><p>And, fdurther reading could result in the realization that you don't have to attach the wonderous item to a body slot like "belt", and this only doubles the cost, therefore 640 gold per charge per day.</p><p></p><p>I've played in a campaign with no cleric, where we each have one of these "spellstones", that can cast cure light up to five times a day. Cost, 3,200 each. Sure, pricey for a low level campaign. But on a belt it would be only, 1800... still a lot... but well worth it.</p><p></p><p>And, a more important point in the "I played in a campaign with this item in it", is that it has not unbalanced the game any. Sure, it's like we each have a low level pocket cleric with decent wisdom and the healing domain. Which is also to say that it's as if we each have a magic item that gives us healing abilities similiar to that of a decent low level cleric. </p><p></p><p>BUT, noone had to play a cleric, and no messy NPC's hanging around.</p><p></p><p>And you can give them a belt with ONE charge each. Adding charges costs the same 320 gold per charge added. Or 640 if it's to an unslotted item.</p><p></p><p>I highly recommend the item. And I don't feel that it is against the spirit of the game either. While I know that some people hold healing spells sacred... there are clerical and druidic healing spells of every alignment, and a neutral one would have no problem healing ANY of the alignments, even the extremes... at least not with a low level spell.</p></blockquote><p></p>
[QUOTE="ARandomGod, post: 1563789, member: 17296"] Look up the SRD, under "Magic items, basics and creation": [url]http://www.wizards.com/d20/files/v35/MagicItemsI.rtf[/url] And you'll find that you can make magic items with a certain number of uses per day, that any character can use as if that character could cast the spell. Healing spells are not specifically excluded, and, indeed there are wonderous items wherein certain ones are specifically included (see prayer beads, althought those are one use only items, it's still a precedent to include such items) You'll discover, after some lightly confusing writing, that a belt of Cure Light Wounds, suggested cost is approximately 360 gold pieces per charge per day. Further reading may also suggest to you that five uses per day would cost 1800 gold peices, and that would be identical to the cost of an item that can do it an unlimited number of times per day... I meantion this unlimited part to show that the "suggested price" really should be taken as a suggestion. Because being able to cast that an unlimited number of times per day is immensely stronger than a ring of regeneration (well, as long as no parts are amputated...) And, fdurther reading could result in the realization that you don't have to attach the wonderous item to a body slot like "belt", and this only doubles the cost, therefore 640 gold per charge per day. I've played in a campaign with no cleric, where we each have one of these "spellstones", that can cast cure light up to five times a day. Cost, 3,200 each. Sure, pricey for a low level campaign. But on a belt it would be only, 1800... still a lot... but well worth it. And, a more important point in the "I played in a campaign with this item in it", is that it has not unbalanced the game any. Sure, it's like we each have a low level pocket cleric with decent wisdom and the healing domain. Which is also to say that it's as if we each have a magic item that gives us healing abilities similiar to that of a decent low level cleric. BUT, noone had to play a cleric, and no messy NPC's hanging around. And you can give them a belt with ONE charge each. Adding charges costs the same 320 gold per charge added. Or 640 if it's to an unslotted item. I highly recommend the item. And I don't feel that it is against the spirit of the game either. While I know that some people hold healing spells sacred... there are clerical and druidic healing spells of every alignment, and a neutral one would have no problem healing ANY of the alignments, even the extremes... at least not with a low level spell. [/QUOTE]
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