Er, correct me if I'm wrong, but the cure /minor/ wounds that the original post called for was just to stop the character from bleeding, correct?
Just as a note, I'm betting that formula came from Tome and Blood. Just in case your DM asks.
Correct me if I'm wrong Magus_Jerel.
Magus_Jerel said:
Nope - that is based off of the DMG chart for magic item creation; taking contingency and the CLW as "use activated" items - but dividing by 5 for the requested "once a day" feature.
chilibean said:You could make a 1 use item extremely cheap using Gem Magic from Forgotten Realms. I can't remember off hand if it's in the FRCS or MoF. Just set the trigger condition to something like "when the item is in the pocket of a humaniod and they are knocked unconscious". Then after it goes off you get another one out of your backpack and put it in your pocket. Each gem crumbles into powder when it activates, but for a 0 level spell it should be able to be a very cheap gem. IIRC.
Gem magic also makes very cool land mines, door/camp alarms, grenades, etc... You could also get a jeweler to embed a gem into a silver arrowhead for use by those archer types. Or hurl them with a sling. You can make a gem with the knock spell whos trigger is when it is touched to a locked lock. You can basically make a batman style utility belt with all kinds of usefull gizmos on it. It's a quite handy type of magic item useable by anyone. Much cooler than potions and scrolls.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.