Green Ronin's "Races of Renown: Plot & Poison" has a really good section on "Creating alchemical items with spell effects".
First, you figure out the market price of a single-use magical item for that spell, i.e. spell level x caster level x 50 for 3rd level or lower spells, x 100 for higher level spells.
The market price for the alchemical item will be 2.1 times the market price of the equivalent magical item. [This means that the alchemist will pay just as much in raw materials as the magical crafter would pay in materials plus XP]
For a Dispel Magic alchemical item, that would mean a market price of 3 x 5 x 50 x 2.1 = 1575 gp
For DC, they recommend using your own judgement and comparison with existing items. Spell effect items should typically be considered complex or superior items, so minimum DC 20. As a rule of thumb, they suggest to add the spell level to that, so total DC would be 23.
I would pick a DC that's a bunch higher though. There are *very* few published items with a market price over 500, and those typically have DC's of 35-45.
Third DC approach: figure at around what level you want this item to become available for a dedicated alchemist. I figure 1st level alchemists can handle DC's close to 20, 20th level alchemists close to DC 50. So set the DC for the item to 20 + lvl x 1.5. You want this item to become feasible around lvl 16? DC = 20 + 16 x 1.5 = 44.
If you want something a lot lower-powered, Lords of Darkness has a "Witchweed Stick" which creates a 10' cube of light smoke (no concealment), forcing a Concentration check DC 15 + spell lvl to cast arcane spells. Lasts for 5 rnds.