Magic item creation - this one seems wrong...

Delemental

First Post
Is there anything to prevent my druid from using Create Wondrous Item (or a similar feat like Forge Ring) to create something enchanted with the Regenerate Light Wounds spell from MotW as a continuous effect (assuming no GM protests)?

Given that it's a first level spell, which would only need to be at caster level one (the only advantage to higher caster levels with RLW is extended duration, which is moot since this would be a "permanent" effect), that makes this an relatively cheap item to give a character effectively fast healing 1.

I'm by no means an expert on item creation (never played a character high enough level to do it before), so mayve there's some restriction I don't know about that won't allow this. If not, however...
 

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Nope... It's a spell that you have to cast to get an instantaneous effect (as opposed to something like Mage Armor, which lasts for hours/level). Those types of spells on "permenent" items like Wonderous Items, usually use the # of times/day chart...

Standard price gives you 5 times/day. Fewer or more times per day adjusts the price by the appropriate ratio... e.g. 1/day = 1/5th standard price, 10/day = double standard price.

[EDIT: Ooops... Wrong spell. I thought you talking about a normal Cure spell]

You probably could do this, but any selfrespecting DM would jack up the base price and minimum caster level, so that you couldn't make it until you were a very high level druid. Look through the DMG, there are several magic items that fall into a similar category.
 
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Ankh-Morpork Guard said:
I'm not sure any sane DM would ever allow this...I know I wouldn't. Though technically the rules would let you...its just...no. Bad.

:cool:

That's kind of what I thought. I couldn't find anything in the rules that would prevent it, so I wanted to make sure.

I'm pretty sure my DM will put the kibosh on it, too. Fast healing 1 for 1000 gp and 80 xp? No way. (Heck, at that price might as well pay the x2 modifier to make a "no space limitation" item).
 

Delemental said:


That's kind of what I thought. I couldn't find anything in the rules that would prevent it, so I wanted to make sure.

I'm pretty sure my DM will put the kibosh on it, too. Fast healing 1 for 1000 gp and 80 xp? No way. (Heck, at that price might as well pay the x2 modifier to make a "no space limitation" item).

Just becaus ethe power level of the item doesn't match its recommended price doesn't mean you can't make it. It just means you have to either adjust the power, or the price.

Remember, the DMG says that those charts are just guidelines for pricing. Those charts don't always work well. Sometimes you have to simply compare the proposed item with another item of similar power.

Compare your Wonderous Item of Fast Healing, for example, with a Ring of Regeneration...

Regeneration
This ring continually allows a living wearer to heal 1 point of damage per level every hour rather than every day. (This ability cannot be aided by the Heal skill.) Subdual damage heals at a rate of 1 point of damage per level every 5 minutes. If the wearer loses a limb, an organ, or any other body part while wearing this ring, the ring regenerates it like the spell. In either case, only damage taken while wearing the ring is regenerated.
Caster Level: 15th; Prerequisites: Forge Ring, regenerate; Market Price: 90,000 gp.

So, this Ring heals you more slowly than the Fast Healing Item would (hps/hour instead of hps/round), but it has the capability to grow back lost limbs and organs. The Fast Healing Item should probably have a cost of at least 90k gp, and a caster level of at least 15th.
 

When an item gives a continuous benefit, the price is not set according to the base spell, but according to the total effect. For instance, Bracers of Armor +4 essentially grant a continuous mage armor spell, but they cost lots more than you'd think if you calculated according to caster level.

I don't know if I'd allow magic items to grant Fast Healing at all IMC, but if I did, I'd price them really damn high. Maybe (healing rate squared * 150,000 gp), just to pull numbers out of the air.

Also note that, technically, you can't create custom items yourself. (Hi, dcollins!) At most you can suggest a new item to the DM, but he decides whether it's possible at all, and how much it would cost to create.
 
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Delemental said:
Is there anything to prevent my druid from using Create Wondrous Item (or a similar feat like Forge Ring) to create something enchanted with the Regenerate Light Wounds spell from MotW as a continuous effect (assuming no GM protests)?

As previous posters have indicated, the DMG price-estimation guidelines for "new items" are for DMs, not players. Here's more information -- www.superdan.net/dndfaq3.html
 
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Re: Re: Magic item creation - this one seems wrong...

dcollins said:


As previous posters have indicated, the DMG price-estimation guidelines for "new items" are for DMs, not players. Here's more information -- www.superdan.net/dndfaq3.html

Concise, polite, a bit short, but it took about 5 hours. I give it 3 stars; it's got a beat, but I can't dance to it.

Like he said, these rules are for DMs to make new items, not players. In general, unlimited-use or continuous items are dangerous, because they remove duration and targetting as a balance factor. Mage Armor lasts 1 hour per level and can be cast on others. Shield lasts 1 minute per level and is self-only. But, when put into a continuous item, all that matters is the effect, so Shield comes out on top.

Now, each DM may have his own rules for what's acceptable when designing a new item; here's mine:
***HOUSE RULE (sorta) ALERT***
1> If you want continuous effect or unlimited-use effects, you need a Ring or Rod. None of this "we can do everything in a Wondrous Item" stuff. I think it was the Sage who clarified this as the "quacks like a duck" policy.
For DMG Wondrous Items that do this already *cough*Boots of S&S*cough*, switch them to 5/day.
2> No item should have a caster level less than that needed for its Feat.
3> (Not really needed, I just do this): You can't stick any stat bonus in any slot. Each stat (STR, DEX, etc., plus Natural Armor, Armor AC, Deflection AC, +saves, and such) is tied to two or three specific slots.
One of these slots (the one listed in the DMG) can go up to +6, the others cap at +4 (except Armor bonuses, which cap at +8/+5)
Also, all boosting items IMC explicitly require a caster level of 3*bonus (except for ones giving an Armor bonus, which only require 2*bonus). No more making a +6 Cloak of Charisma at level 3.

Between those guidelines, it's been pretty hard to find a truly broken item. Most of this isn't truly a House Rule, because it's already the DM's call how to price items, and it's explicitly said that certain items should be increased in price if the effect is powerful. The House Rule part is where I suggested changing existing DMG items to follow these guidelines.
 


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