Technik4 said:
The DMG 3.0 stated that some items had to be flubbed because they didnt quite fit with other items (and at all costs, try and approximate the price of your item with similarly powerd items).
So how about:
-Ring of Invisibility
-Ring of Improved Invisibility
Essentially the same item, different spell. the cost for "invisibility, greater" is higher because it has a shorter duration. Spell slots 15, 17 respectively. Spell level 2, 4; Caster level 3, 7
10gp(2 + 3 - 1) * 15^2 = 9,000gp (invisibility)
10gp(4 + 7 - 1) * 17^2 = 28,900gp (invisibility, greater)
-A Stone of Cure Minor Wounds (unlimited use, usable 1/round)
spell level 0, caster level 1, unlimited use (instantaneous duration) spell. There's a "red flag" about allowing the creation of such things, due to potential abuse.

spell slot cost 19
10gp(0 + 1 - 1*) * 19^2 = 3,610gp
* has to be at least 1
The cost here isn't extravagant, but there's a red flag in the book on these kinds of items for a reason.
-A silver dagger that can Cast Cure Critical Wounds but only after it has hit a lycanthrope (hitting a lycanthrope creates a "charge" - it can only hold 5 charges)
The silver part of this dagger is included in the cost of the base item. This is a multi-charge item, with a special condition on how it is recharged. BTW, our book has rules for recharging items. Ain't that grand?
It's a use-activated multi-charge item. We don't have rules for "5 charge" items, so I'll assign the cost for 10 charges. That's 5 slots, +1 for 10 charges, +4 because the item is rechargable. Spell level is 4, caster level is 7 (item cures 4d8+7 hit points as a result). I'm going to give this an additional +1 cost because it's counter-intuitive - it's curing the possessor, not the target.
10gp(4 + 7 - 1) * 10^2 = 10,000gp
Now, there is a "contingency" effect which recharges the wand whenever the item is used. I'll assign that as an unlimited-use effect, since you could theoretically charge and expend the dagger hundreds of times in a day. Spell level 6, caster level 11, spell slots 7, +1 for added effect.
10gp(6 + 11 - 1) * 8^2 = 10,240gp
Total cost 20,240gp. That's the ultimate lycanthrope slayer.
-Special adamantine monk "gloves" that allow the monk to still use his unarmed damage but have 2 studs in each glove which act as rings of spell storing (minor).
I'm not really sure what you're shooting for here.
How I would do spell storing. The "imbue with spell ability" is probably appropriate, for lack of a better choice. It's essentially a rechargable 1 charge item. I'm going to ignore our rule about "only multi-charge items can be recharged" and make a single-charge item be rechargable. 1 spell slot, +4 for rechargable. Spell level 4, caster level 7. Now, there are a ton of restrictions that "imbue with spell ability" has that this ring does not, so I'm just going to assign a flat +8 modifier because this ring ignores most of those restrictions.
10gp(4 + 7 - 1) * 13^2 = 16,900gp
-The first 3 present "pitfalls" the DMG spoke of, for instance despite Cure Minor Wounds being a 0-level spell, being able to use it 1/round, unlimitedly (is that a word?) is a lot more powerful than any system would assign it. If you need further proof, call it a Quickened Cure Minor Wounds - the cost should be close to a ring of regeneration, how does your system handle this? Perhaps you assign an opposite of what you gave the bag of roses, some positive spell slot modifier?
Thanks for your time.
Technik who just put this on his amazon wish list...
You're quite welcome!