is this possible?

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.
 

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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? In that case, I would say that the item would be very cheap...cheaper than the periapt, at least, because it doesn't have any alternate uses, and it only cures 1 hit point. Also, there is some precedent for the cure light wounds item...the renewal domain in FR (i think) gives this very same ability. I really don't think that it would be worth so many thousands of gp, either...or at least the cure minor wounds wouldn't. Also, another thing to consider...who is going to have contingency and cure minor wounds? There aren't too many level 11+ wizards who also have a divine spellcasting class, so I hope your DM isn't very tough on things like that for the availability of items (it does make sense that those are the prereqs, but perhaps they could be eased a bit considering the periapt of wound closure only has heal as a prereq...)

ive got to stop checking the boards at 3 in the morning
 

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?

Not by much actually; because of the nature of the contingency.

If all you are "looking for" is to stop dying; what you have to do is create something that can automatically succeed at a heal check - DC 15.

This is, in essence, exactly what the periapt does; and why it costs so much less.

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.

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.
 

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.

Hmmm, always liked the one in Tome and Blood. Quite a bit easier to understand IMO.

Let's see. Oh, that is a problem. It doesn't give XP cost, just the cost for a PC or NPC to buy it. Not as usefull as I thought. Anyway, the cost to buy it would come out as. . . 2,000 GP? Okay, I'm lost. What did I do wrong?

Spell Level * Caster Level * 2,000 GP

1 * 1 * 2,000 = 2,000 GP

HELP! This can't be right.

Guess it's not so easy to use.
 

You forgot the Contingency effect (11 * 6 * 2000 = 132.000, divided by 5 = 26,400).

Also, Cure Minor Wounds is a 0th level spell, so you get 1 * 1/2 * 2000 = 1000, divided by 5 = 200.

And then, the total cost would be 26,600.

Though that's the cost using the rules, as a DM I would drop the price. 15,000 is the absulote max I'd charge for this item.
 

If you've got 70,000 you can buy a ring of nine lives in MoF.

I will cast heal on you when you are go into negitive HP's. But it oonly has 9 charges.
 

About charging for Contingency:
The price tables are only guidelines. In many cases, it is appropriate and necessary to change them.

For example, a Cloak of Displacement costs *way* more than the guidelines would suggest, because Displacement is typically only active for a few rounds per casting - allowing it to be cast all day is more powerful than other 3rd level effects.

A Contingency for Cure Minor would be a case of the opposite: the Contingency is *vastly* less useful than normal. (No caster would *ever* blow a Contingency on Cure Minor ordinarily. Too many better ways to avoid getting killed.)

My suggestion would be to charge about 3000 GP - 1/5 the cost of a Periapt of Wound Closure.
 

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.
 

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.

That's in the FRC or the MoF?
 

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