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<blockquote data-quote="eamon" data-source="post: 4004280" data-attributes="member: 51942"><p>33000 is crazy-high for an at-will cure light wounds effect. My players run around healing with wands all the time, from 1st to now almost 10th level, and they haven't gone through 44 wands yet (I don't keep track of the exact number, but it's around 20). Realize also that wands have the advantage of being cheap upfront, whereas a magic item is a big investment. Even if you sell it, you're still losing half of its value.</p><p></p><p>MIC items:</p><p>6000gp: Emergency healing 1d4+5 hitpoints as per close wounds, immediate action close range 3/day, can prevent death from falling below -9</p><p>2000gp: Amulet of retributive healing: swift action 3/day, any healing you perform also affects yourself</p><p>5000gp: 50 hitpoint healing, removes fatigue on animal companion, immediate action 1/day</p><p>2000gp: extra-powerful goodberries 5/day (this thing isn't very good)</p><p>3400gp: hair shirt: +1 enhancement to natural armor and cure 3d8+9 1/day</p><p>750gp: healing belt: up to 6d8 healing a day, self only.</p><p>5600gp: helm of glorious recovery: 4d8+7 healing 1/day</p><p>3500gp: ring of mystic healing: +1 caster level on healing spells, up to +6d6 extra healing on healing spells</p><p>5500gp+Relic+15HD: Tabard of the great crusade: Heal spell on anyone else.</p><p>12100gp: Dove's Harp: Bardic music also grants fast healing 3.</p><p></p><p>Notably, almost all of these items provide in-combat healing, which cure light wounds really doesn't (except at low levels).</p><p></p><p>The healing belt is pretty standard in many adventuring groups now. It provides enough healing such that it frequently suffices for a day, and it can provide 4d8 at one time, which is meaningful in combat (generally). </p><p></p><p>I wouldn't allow a plain cure light wounds magic item anyhow. Make it something special: say; a whip of torture, enchanted to cast cure light wounds on the receiver, or a Ruby of coagulation, which, when held in the air and squeezed shines a blood-red light in a 10ft radius, healing 1 hitpoint in all living creatures below 50% health.</p><p></p><p>If you really, really want an unlimited healing item, make it an item of cure minor wounds, and sell it for no more than 4000gp. Healing 200 hitpoints using such an item would take 20 minutes, which means that it's annoyingly long and will effect short-term buffs between battles.</p></blockquote><p></p>
[QUOTE="eamon, post: 4004280, member: 51942"] 33000 is crazy-high for an at-will cure light wounds effect. My players run around healing with wands all the time, from 1st to now almost 10th level, and they haven't gone through 44 wands yet (I don't keep track of the exact number, but it's around 20). Realize also that wands have the advantage of being cheap upfront, whereas a magic item is a big investment. Even if you sell it, you're still losing half of its value. MIC items: 6000gp: Emergency healing 1d4+5 hitpoints as per close wounds, immediate action close range 3/day, can prevent death from falling below -9 2000gp: Amulet of retributive healing: swift action 3/day, any healing you perform also affects yourself 5000gp: 50 hitpoint healing, removes fatigue on animal companion, immediate action 1/day 2000gp: extra-powerful goodberries 5/day (this thing isn't very good) 3400gp: hair shirt: +1 enhancement to natural armor and cure 3d8+9 1/day 750gp: healing belt: up to 6d8 healing a day, self only. 5600gp: helm of glorious recovery: 4d8+7 healing 1/day 3500gp: ring of mystic healing: +1 caster level on healing spells, up to +6d6 extra healing on healing spells 5500gp+Relic+15HD: Tabard of the great crusade: Heal spell on anyone else. 12100gp: Dove's Harp: Bardic music also grants fast healing 3. Notably, almost all of these items provide in-combat healing, which cure light wounds really doesn't (except at low levels). The healing belt is pretty standard in many adventuring groups now. It provides enough healing such that it frequently suffices for a day, and it can provide 4d8 at one time, which is meaningful in combat (generally). I wouldn't allow a plain cure light wounds magic item anyhow. Make it something special: say; a whip of torture, enchanted to cast cure light wounds on the receiver, or a Ruby of coagulation, which, when held in the air and squeezed shines a blood-red light in a 10ft radius, healing 1 hitpoint in all living creatures below 50% health. If you really, really want an unlimited healing item, make it an item of cure minor wounds, and sell it for no more than 4000gp. Healing 200 hitpoints using such an item would take 20 minutes, which means that it's annoyingly long and will effect short-term buffs between battles. [/QUOTE]
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