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<blockquote data-quote="Blue" data-source="post: 3965134" data-attributes="member: 20564"><p><strong>Time and feats</strong></p><p></p><p>I don't agree that making an item is the cost equivalent of casting a spell and spending XP. A character making a CLW potion needs to have the spell, feat, and a day to make it.</p><p></p><p>Forget the 10 doses. Since you can poor it out into other containers that's no real limit. It just comes into play since it starts with 10 doses that you need to pay for them.</p><p></p><p>Again, the big difference between this and a wand that casts CLW once per day is that you can store them, distribute them, sell them, etc. Basically, you are making an item that makes items.</p><p></p><p>The only spell in the SRD that lets you make permanent magic items is wish, but that's a bit overkill for pricing this. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f61b.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":p" title="Stick out tongue :p" data-smilie="7"data-shortname=":p" /></p><p></p><p>I think Eberron has something to craft items for you, Dedicated Wright. I'm unfamiliar with it, but it may give some pricing ideas.</p><p></p><p>On a tangent, think of it like this. One of these exists in an city, frontier, or adventurer-heavy area where there is a market for at least one CLW per day on average. Selling these at 25gp (DMG half value for selling) nets 9125gp per year (assuming 265 day years). Not much for an adventurer, but compared to any NPC wages it's way up there. And doesn't involve any work. With that in mind, as a DM I'd much rather not allow it to create unlimited potions that can be sold. Once you get it down to 10 doses at a time total, or once per day only, or something like that, you can use a completely different pricing schema, and not worry about the local economy.</p><p></p><p>Cheers,</p><p>=Blue(23)</p></blockquote><p></p>
[QUOTE="Blue, post: 3965134, member: 20564"] [b]Time and feats[/b] I don't agree that making an item is the cost equivalent of casting a spell and spending XP. A character making a CLW potion needs to have the spell, feat, and a day to make it. Forget the 10 doses. Since you can poor it out into other containers that's no real limit. It just comes into play since it starts with 10 doses that you need to pay for them. Again, the big difference between this and a wand that casts CLW once per day is that you can store them, distribute them, sell them, etc. Basically, you are making an item that makes items. The only spell in the SRD that lets you make permanent magic items is wish, but that's a bit overkill for pricing this. :p I think Eberron has something to craft items for you, Dedicated Wright. I'm unfamiliar with it, but it may give some pricing ideas. On a tangent, think of it like this. One of these exists in an city, frontier, or adventurer-heavy area where there is a market for at least one CLW per day on average. Selling these at 25gp (DMG half value for selling) nets 9125gp per year (assuming 265 day years). Not much for an adventurer, but compared to any NPC wages it's way up there. And doesn't involve any work. With that in mind, as a DM I'd much rather not allow it to create unlimited potions that can be sold. Once you get it down to 10 doses at a time total, or once per day only, or something like that, you can use a completely different pricing schema, and not worry about the local economy. Cheers, =Blue(23) [/QUOTE]
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