CLW on a Wonderous Item

Gilwen

Explorer
How would you price this?

Player wants to make a big diamond into a wonderous item.
It is essentially a diamond that a cleric can use to heal ppl with by touching them and concentrating. This healing continuously works each round as long as concentration isn't interrputed.

The item will has unlimited uses, casts CLW at 5th level, must make a concentration check DC 11 to make the thing work and only clerics can activate it.
I think the orginal write up had it's healing ablitiy as a AoE.
TIA,

Bryan
 

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Short answer? I wouldn't allow it. Period. "Cure Light Wounds at will" items are the classical example of how the pricing rules break down.

Compare to a Ring of Regeneration:
> You can target other people with it.
> It doesn't take up a slot.
> It heals a LOT faster.
> The Feat needed only requires level 3 instead of level 12.
> It allows you to heal damage that you took when you didn't have the item on you.

And the only downsides are an easy Concentration check (just Take 10), and the fact that the Cleric has to be the one holding it?

So, I could buy six Rings of Regeneration for the whole group (540,000 gp), doubled for being slotless. Or I could get one of these, and get a better overall effect.
 

I wouldn't allow it at all, except perhaps at an epic cost.

Having that item allows the party to heal totally after every combat, which is a really tremendous advantage in an extended adventure. Since everyone can reset as soon as they have a respite, the cleric would only need to use enough healing spells to let PCs barely survive the combat; he'd have far more slots available for attack and buffing spells.
 



I wold go with the standard pricing rules for 5 times per day. I would simply double the price for 10 times etc. until you arrive at the amount of times it could be used in on day.

Since there are 36000 rounds in a day, that would be something like 3.6 million gold pieces, off the top of my head.

A better idea? perhaps give it charges, but let the charges be rechargeable at dawn only by giving up a turn undead attempt or something like that on a 1 by 1 basis. Maximum number of 5 charges or somthing like that. If this thread is still open tomorrow, I'll try and stat this item for you while I am at work :D

Rav
 
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It's not quite the same thing, but I'm going to be putting an item in a one-shot game that I'll be running in a few weeks that grants unlimited Cure Light Wounds spells:

The Club of Healing - This large, heavy club requires two hands for use as a weapon by a medium creature and does 1d8 damage in addition to any normal modifiers that apply. Upon striking a target, that target also receives the effects of a Cure Light Wounds Spell (Caster Level 1) and is healed 1d8+1 points of damage.


If you are lucky, you can beat somebody back to full hit points with that sucker.

As for what I would charge for it, I'd probably make it a +1 enhancement as it would still be very useful against undead.
 

Rel said:
It's not quite the same thing, but I'm going to be putting an item in a one-shot game that I'll be running in a few weeks that grants unlimited Cure Light Wounds spells:

The Club of Healing - This large, heavy club requires two hands for use as a weapon by a medium creature and does 1d8 damage in addition to any normal modifiers that apply. Upon striking a target, that target also receives the effects of a Cure Light Wounds Spell (Caster Level 1) and is healed 1d8+1 points of damage.


If you are lucky, you can beat somebody back to full hit points with that sucker.

As for what I would charge for it, I'd probably make it a +1 enhancement as it would still be very useful against undead.

*steals that* :D
 

no way

I don't care what anyone says... any item that can cure damage that is not limited by charges (or other such mechanism) is a minor artifact at least.

Your chance of making an artifact...slim. Very slim indeed.

Anyone attempting to make such an item would find themselves under the eyes of a great many powerful beings interested in such an item. Who wouldn't want such a device?

You would most certainly gain the attention of a god of healing... who would want to know your motivation and goal.

You would become the target of numerous factions interested in acquiring any knowledge pertaining to such an object.

I don't care if it is only a 1st level spell. Unlimited healing power is insanely powerful. Be careful with divine magic.
 

I say let the players use the item in the game, but throw in a caveat. Make it partially cursed so that every round that it is used they must roll a d%. Give them an 80% chance that it will cure players the 1d8 + 5, however the other 20% will drop them by 80% of their maximum hit points. If the character is low on hit points and wants to use it he's playing Russian Roulette with his life;)

The Price? "Watching your players sweat bullets by attempting to use a Healing/Cursed Diamond? Priceless!" :D

Actually the price should be pretty low considering that if they use it too often, they'll be paying plenty in True Resurections.
 

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