kreynolds
First Post
Vinyafod said:If I created a Staff that has the same powers as the gloves it would be much more expensive because:
a) I have to include material components
b) all spells must be included at the same casterlevel so all at 9th casterlevel, boosting the cost even more
Damn. You're right. I new I was forgetting something. Forgot about the costly material components. Well, you're right in that a staff would indeed be more expensive, but it's supposed to be. Here's what the staff would look like.
Raise Dead (5 x 9 x 750gp) 33,750gp
Restoration (4 x 9 x 750gp) 27,000gp at 75% = 20,250gp
Cure Serious Wounds (2 x 9 x 750gp) 20,250gp at 50% = 10,125gp
Lesser Restoration (2 x 9 x 750gp) 13,500gp = 6,750gp
Material components
Raise Dead 500gp x 50 = 25,000gp
Restoration 100gp x 50 = 5,000gp
EDIT: Total for the Staff = 100,875gp
Also, because of the costly material components, the gloves will also be 60,000gp more expensive, bringing their total cost to 80,205gp. So, the gloves are still cheaper than the staff, and for obvious reasons.

However, there is one more thing that I didn't calculate, and I left it out on purpose. When you create a staff, you have the option of setting how many charges a particular function consumes per activation. A function that uses two charges per use is calculated at half the cost, and you tend to do this to your more costly functions, which in our case is Raise Dead and Restoration. So, here's the modified, and arguably, properly built staff...
Raise Dead (5 x 9 x 750gp) 33,750gp (2 charges per use) 16,875gp
Restoration (4 x 9 x 750gp) 27,000gp (2 charges per use) 13,500gp at 75% = 10,125gp
Cure Serious Wounds (2 x 9 x 750gp) 20,250gp at 50% = 10,125gp
Lesser Restoration (2 x 9 x 750gp) 13,500gp = 6,750gp
Material components
Raise Dead 500gp x 50 = 25,000gp
Restoration 100gp x 50 = 5,000gp
EDIT: Total = 73,875gp
See what happened? The staff is now cheaper than the gloves.
Vinyafod said:So why ever create a Staff?
Because, as I already mentioned, you aren't limited to a certain number of uses per day, except by the number of remaing charges in the staff. Charge useage isn't based on the level of the spell, but instead is based upon what you decide (1 or 2 charges, but no more than 2).
The reasons why you would want to create a staff or wondrous item are pretty simple, and mostly has to do with how you want the item to function, what you want it's lifespan to be, and how readily available you want it to be.
1) Staffs are big, hard to conceal. Wondrous Items can be damn near anything you want. Technicaly though, you can make a staff without the staff part, meaning you could just make an amulet that functions like a staff.
2) Staffs are spell-trigger activated, always. This means that over half the classes cannot use the staff (or at least one or more functions). Unless the spell on the staff is on your class spell list,
or you can use the Use Magic Device skill, you can't use it. Wondrous items can use any activation method, and the gloves you wanted priced out use the command-word action, meaning anyone, and I really do mean anyone, can use the gloves, provided they know the command-word.
3) Staffs have a limited supply of charges, always. Once you burn up the 50 charges, you now have a stick. That's it. There's no recharging a staff in the core rules either (though some DMs, including myself, allow charge replenishing, but that's a different topic). Your gloves are not limited to 50 charges. They have unlimited charges, though they are limited to a certain number of uses per day.
Deciding whether or not you would rather have a staff or pair of gloves for this item not only largely has to do with how you want the item to work, but also the theme of the item.
Here's another thing. Staffs are themed, and as the description states, you can't just slap any ol' spell into a staff and call it a day. For instance, you could make a staff of cure light wounds, restoration, and magic missile. That last spell doesn't belong in there. But there's nothing limiting you to the types of spells you can have in a wondrous item, such as these gloves.
Also, here's a useful response from Monte's magic item FAQ...
Since a caster with the Create Wondrous Item feat can create items that perform the same function as potions, wands, rods, and staffs (ointment of cure light wounds -- a la Keoghtom's -- instead of potion of cure light wounds, stone of lightning bolt instead of wand of lighting bolt, etc.) why would anyone, under standard book rules, ever take anything other than the Create Wondrous Items feat?
Here's where the DM's fiat comes in. The general rule is that if it walks like a duck and quacks like a duck, it's probably a duck. If a player wants to make an item using Craft Wondrous Item, but it's really more appropriate to a ring or a wand (in the DM's opinion), the DM should rule that it must be the item that he feels is most appropriate.
If a DM wants to be flexible, he should go the other way. Allow a cleric to make her holy symbol into a wand using Craft Wand, or a sword into a staff using Craft Staff. I know there are lots of wondrous items in the DMG that serve as bad examples, because they really should be a wand, a potion, or a rod. Mea culpa.
Make sense?
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