Is this correct?

pbd

First Post
So in my current campaign we are without a primary healer and our Druid is going to multi-class and focus on melee. This obviously puts us at a disadvantage in terms of healing magic.

We just got a big dose of loot and i want to get a healing item for my character (A warblade 10).

So, I came up with:

Ring of Healing, can cast Heal 2 times/day as am 11th level caster.

By the DMG this would cost: 1,800 gp x 6 (spell level) x 11 (minimum caster level) x 2/5 (adjusted for 2 uses per day) for a total of 47,520 gp.

So, first are the above math and item stats OK? Second (this one's more fitting for the general discussion, but I ain't makin' 2 threads for one topic), would this magic item be considered overdoing it or overpowered?

Thanks
 
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Well. If I were you, I'd get that healing special armor ability on my armor (autocure when you get into the negs). Then buy some wands for the druid and multiclass with crusader for one level.

You'll never need healing again.

Tell your druid to use sponty summon natures ally for unicorns. They can cure pretty nicely.
 


It's fine. And it is darn useful for combat casting, but not overpowering as it takes an action.
You'll also want the quiver of wands of CLW for out of combat healing. The ring is _way_ too expensive to waste on that if you have a choice.

Mark
 

Thougn, a new Item's cost should not be just calculated by fomula but deteremined by DMs and maybe entire play group. I think the cost and the strength of the item is well balanced.

But just don't forget that you must wait for 48 days to actually get that ring after you order it to someone who can make it. Custom items are meant not to be easily available at magic item shop in a city. It may matter or not depend on the ongoing campaign.
 

I personally feel that heal is too strong a spell, so I would probably up the price a little, but maybe I would allow the calculated price as is for 3/day or higher. Probably 55K for 2/day. Sure, you won't always use all features of heal, but that extra stuff it does is just too darn useful. I would reduce the price, however, if you made the heal spell personal and required a 24-hour retuning of the ring. Perhaps as low as 30 to 35K.
 

The calculation you used is sound, but consider this as a better all around option:

This option isn't "too powerful," or "too expensive." Get a Healing Belt (Magic Item Compendium pg 110) for each member of your party. Either buy it (if your DM makes it available), or have someone of 3rd level or higher with craft wondrous items make them. If everyone in the party has one, you've met the healing needs that just about any cleric could fullfil. And it would be far more flexible and benefit your party more than just two shots of Heal with a powerful, extrememly expensive magic item. My artificer made one for each member of the party. Takes a day to make and is very cheap. For the cost to make...say six of them for your whole party, you would have 37,000g left over to play with.


HEALING BELT
Price (Item Level): 750 gp (3rd)
Body Slot: Waist
Caster Level: 3rd
Aura: Faint; (DC 16) conjuration
Activation: —, and standard (command)
Weight: 1 lb.
This broad leather belt is studded with three moonstones.

While wearing a healing belt, you gain a +2 competence bonus on Heal checks.
This is a continuous effect and requires no activation. In addition, the belt has 3 charges,
which are renewed each day at dawn. Spending 1 or more charges allows you to channel positive energy and heal damage with a touch. (You can also use this ability to harm undead, dealing them an equivalent amount of damage instead.)
1 charge: Heals 2d8 points of damage.
2 charges: Heals 3d8 points of damage.
3 charges: Heals 4d8 points of damage.


Prerequisites: Craft Wondrous Item, cure
moderate wounds.
Cost to Create: 500 gp, 40 XP, 1 day.
 
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