kreynolds said:
This is what the price breakdown would look like. By the way, I assume spell-trigger action for all the spells (its cheaper and more appropriate to a spellcaster anyway). Anything with a (x2) is doubled because its a secondary power on the item...
+2 insight bonus to AC (2 x 2 x 2500) - 10,000gp
comprehend languages 1/day (spell-trigger, 1 x 1 x 750 / 5) - 150gp (x2) 300gp
10 quickened true strikes (spell-trigger, 5 x 9 x 750 / 50 x 10) - 6,750gp (x2) 13,500gp
10 magic missiles @ 5th level (spell-trigger, 1 x 5 x 750 / 50 x 10) - 750gp (x2) 1,500gp
10 fireballs @ 5 th level (spell-trigger, 3 x 5 x 750 / 50 x 10) - 2,250gp (x2) 4,500gp
Total Market Price - 29,800gp; Cost to Create - 14,900 gp + 1,192 XP; Feats Required - Craft Wondrous Item (and I would suggest Craft Wand as well).
Although you're by-the-book's-guidelines-correct, I'd figure the cost slightly differently. The point of charging double for extra powers on an item is to compensate for the item's not taking up an extra slot (at least, I think that's why -- that's also why nonslotted items charge double for their powers).
However, wands are already (arguably) slotless items. So I wouldn't charge double for any of the wand powers. That would reduce the cost to 20,800, if I can successfully do math in my head.
Furthermore, there's no innate reason why an insight bonus is better than (say) a deflection bonus; I think it's more expensive because you don't want people to stack too many bonuses one on top of the other. If you think it's cool for a diviner to have an insight bonus, just restrict his access to deflection bonuses, and you won't have a problem. This will be a your-campaign-only tweak that shouldn't affect the balance. This'll get the cost down to 18,800.
Finally, one of the big costs is the quickened true strikes. Honestly, in the context of a wand, this is nowhere near as useful as (for example) a wall-of-force wand. I wouldn't charge the same thing for this power as you would for a necklace that created ten walls of force. This is purely IMHO, but you could reduce the value of these down to 750, and I think it'd be reasonable.
That gets your item's total value down to 12,800. Much closer to what you're looking for.
One last note: if you're gonna goof up with giving someone too powerful an item, it's a good idea to make it a charged item. Worst case scenario, this fellow has 50 way-too-powerful rounds in combat before the item is gone. And that's really not such a worst-case.
Daniel