jaker2003
Explorer
Okay, I was playing Fate, and found the Healing Charms in the game. (Healing Charms work like potions, but have 8 charges) I was inspired, and made this:
Magic Potion Bottle (cure light wounds): This ornate glass bottle holds up to 10 doses of a healing potion. The bottle refills itself every night, restoring 1 dose. If undisturbed, it will eventually refill itself completely. Individual doses of the healing potion may be redistributed into smaller potion vials without penalty. A newly created bottle has a full 10 charges.
Faint conjuration; CL 1st; Brew Potion, Craft Wondrous Item, cure light wounds; Price 1,200gp or Cost 300gp + 144XP; Weight 1 lb.
[sblock= Price Notes: ]
Source: "Table 7-33: Estimating Magic Item Gold Piece Values", p.285, DMG
(*) 1/day: create 'potion of cure light wounds' = use activated, charges per day, spell has XP cost (because it is actually creating a potion, and not just casting the spell) = (lvl1 x CL1 x 2,000gp) / (5/1 a day) + (5gp x 2XP x 50) = (2,000gp/5)+(500gp) = 900gp
(*) 10 charges: 'potion of cure light wounds' = use activated, charged, spell has XP cost (because it is actually creating a potion, and not just casting the spell) = ((lvl1 x CL1 x 2,000gp) / 2) / 5 + (5gp x 2XP x 10charges) = (2,000gp/2)/5+(100gp) = 300gp
Costs: The creation costs for the Magic Potion Bottle are the same price, but the XP is paid directly instead of being added into the price as a gp value.
(*) 1/day: create 'potion of cure light wounds' = (2,000gp/5) = 400gp + 100XP
(*) 10 charges: 'potion of cure light wounds' = (2,000gp/2)/5 = 200gp + 20XP
The above gp values are halved and added together = 200+100 = 300gp
The XP cost is calculated = (400+200= 600gp)/25 = 24XP
The new XP cost is added to the previous XP costs = 24XP+120XP = 144XP[/sblock]
Magic Potion Bottle (cure light wounds): This ornate glass bottle holds up to 10 doses of a healing potion. The bottle refills itself every night, restoring 1 dose. If undisturbed, it will eventually refill itself completely. Individual doses of the healing potion may be redistributed into smaller potion vials without penalty. A newly created bottle has a full 10 charges.
Faint conjuration; CL 1st; Brew Potion, Craft Wondrous Item, cure light wounds; Price 1,200gp or Cost 300gp + 144XP; Weight 1 lb.
[sblock= Price Notes: ]
Source: "Table 7-33: Estimating Magic Item Gold Piece Values", p.285, DMG
(*) 1/day: create 'potion of cure light wounds' = use activated, charges per day, spell has XP cost (because it is actually creating a potion, and not just casting the spell) = (lvl1 x CL1 x 2,000gp) / (5/1 a day) + (5gp x 2XP x 50) = (2,000gp/5)+(500gp) = 900gp
(*) 10 charges: 'potion of cure light wounds' = use activated, charged, spell has XP cost (because it is actually creating a potion, and not just casting the spell) = ((lvl1 x CL1 x 2,000gp) / 2) / 5 + (5gp x 2XP x 10charges) = (2,000gp/2)/5+(100gp) = 300gp
Costs: The creation costs for the Magic Potion Bottle are the same price, but the XP is paid directly instead of being added into the price as a gp value.
(*) 1/day: create 'potion of cure light wounds' = (2,000gp/5) = 400gp + 100XP
(*) 10 charges: 'potion of cure light wounds' = (2,000gp/2)/5 = 200gp + 20XP
The above gp values are halved and added together = 200+100 = 300gp
The XP cost is calculated = (400+200= 600gp)/25 = 24XP
The new XP cost is added to the previous XP costs = 24XP+120XP = 144XP[/sblock]