Cure Minor Wounds 1/Minute

Honestly, at such levels I wouldn't care for items with 5hp/min. healing rate. It's worthless for combats and outside of combats, healing is usually not a problem anymore.
 

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Lorgrom said:
I would make this a wonderous item and use the rules in the DMG to figure the cost. NOTE: When we make new wonderous items they start with a base of 5 uses per day. For each additional use per day increases the cost by 20% (and each less use per day decreases the cost by 20%).
So, does the fact that existing wondrous items completely deviate from your method bother you? For instance, how do you justify that a cloak of resistance is 1000gp and is continuous, but an item with cure minor wounds (another 0th-level spell) is so hugely expensive?

Don't you think that the actual use is what governs the price and that strict formulae don't always work?
 

Grog said:
Sure, it gives potentially unlimited healing.... But the time it takes to actually do the healing is a severe limitation on its power. In some situations, it might be very useful - but (for example) after the first fight in a dungeon, are the rest of the inhabitants just going to sit around for three hours while the party heals up?

It's power comes out of combat. You can go to a good sized city and do a lot to heal the injuried. This type of item would really be powerful in the hands of a hospital. Not everything is about the dungeon crawl.
 

Crothian said:
It's power comes out of combat. You can go to a good sized city and do a lot to heal the injuried. This type of item would really be powerful in the hands of a hospital. Not everything is about the dungeon crawl.

Yes, but are we talking "GDP of several small nations" useful, or "affordable by a decent-sized parish church" useful?

I'd buy the latter, but the former is so far out to lunch that I'm boggled.
 

RainOfSteel said:
That may be a nice figure, hypothetically speaking, but you are never going to be able to find a place--or even a lot of places--where you can purchase or loot that many wands. Saying you could buy that many to "replace" the item proposed by the OP wouldn't work out in actual game play.

You're rather missing the point, I think.

If, in fact, you're never, ever going to be able to find that many wands in the entire history of the world, doesn't that just further support the notion that the quarter of a million gp price is out to lunch?
 

Patryn of Elvenshae said:
Yes, but are we talking "GDP of several small nations" useful, or "affordable by a decent-sized parish church" useful?

That would depend on the GDP of a nation and what a decent sized parish could actually afford. :D

I priced this thing at 15k using the "guessing that seems about right to me" method.
 

Here's something kinda relevant....

The Binder, from Tome of Magic, has access to a vestige called Buer at level 7th level. Buer grants, among other abilities, a "Healing Gift". This allows the Binder to cure 1 hit point of damage as a standard action, as often as he likes, OR cure 1d8+level hit points of damage once every five rounds as a full round action.

In other words, the character can heal 1 hp every sixe seconds, or 1d8+10 (maximum) every 30 seconds.

Enough, clearly, to heal the entire party between encounters.

How has this worked out in play, for those who have run for Binders? Unbalanced? I'd have no problem with it myself, but I'm curious if anyone has seen this in action.
 

Patryn of Elvenshae said:
You're rather missing the point, I think.

If, in fact, you're never, ever going to be able to find that many wands in the entire history of the world, doesn't that just further support the notion that the quarter of a million gp price is out to lunch?
You will never find 6K+ wands, but you may just find a few powerful/expensive magical items. Even though the proposed one isn't one I would want, and I feel it is handicapped in function.
 

Nifft said:
The magic items in the DMG should be the best that's available. PCs should be able to create new ones if they wish, but not better ones. Price is one way to make an item worse.
I must disagree with that. This denies the possibility that a PC may ever invent a worthwhile magical item, and also by logical extension, any worthwhile spell.

If you wanted to say that a PC may not easily or cheaply invent magical items that are better than the ones in the DMG, I would be in agreement with that. (Unless that was the point of a particular PC's individual plot, the uncovering of a revolutionary magical item enchantment trick/process, etc. Even that would come with its own cost, though.)
 

Infiniti2000 said:
So, does the fact that existing wondrous items completely deviate from your method bother you? For instance, how do you justify that a cloak of resistance is 1000gp and is continuous, but an item with cure minor wounds (another 0th-level spell) is so hugely expensive?

Don't you think that the actual use is what governs the price and that strict formulae don't always work?

Nope, the items in the DMG are priced as per the book. Part of the reason they are priced how they are comes from the fact that they are the most commanly producted items. So as something so easly avalible to create, the magicical aurea (weave, force, whatever) actualy makes them easier (hence sheeper) to make. At least that is the agreement the groups I have played with have come to agree upon.

As for your example the Cloak of Resistance +1. Ya it is great (sorta) in combat mostly, but how usefull is it the other 99.99% of the time?

The item they want in this instance, is useful for everyone. From a farmer (have to keep your livestock in good health till market time) all the way to kings (who else would have the people avalible to use it on them 24 hours a day?

As for doing prices according to use. The item they want have much more use then a lousy Cloak of Reistance. The cloak may help with one or two saves per day, the item will bring most of your party back to full health with enough time.
 

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