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Ring of Fast Healing

wysiwyg

First Post
How much would you decide is the cost of a ring of fast healing (has a continuous cure light wounds spell)?
Is there something in the official rules to determine the cost?

Since the Forge Ring requires a 7th level caster, how many would this ring cure every round (1d8+5), assuming one does not wish to roll every round?
 

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How much would you decide is the cost of a ring of fast healing (has a continuous cure light wounds spell)?
Is there something in the official rules to determine the cost?

Since the Forge Ring requires a 7th level caster, how many would this ring cure every round (1d8+5), assuming one does not wish to roll every round?

There's no real solid formula for this, regardless of what you're doing. Fast Healing is generally one, two, maybe three hit points per round, not a continuous 1d8+5 (average 9.5 hp per casting). Fast Healing 9.5 would be ludicrously expensive. Fast Healing 1 is complicated enough.

If I were making such an item I might do something where it only works up to 1/2 normal hit points. A ring of desperation healing that grants Fast Healing 1 while its wearer is at or below one half of their normal hit point total and requires 24 hours to attune to its wearer might be reasonable to price somewhere around the 30,000gp mark. That's totally ball-parking it. If it's priced much higher it wouldn't be purchased. (Who'd ever pay 100,000gp for a FH1 ring?) If it's priced lower it'd probably be a no-brainer item.

Try this for a formula. Price is 20,000gp + Fast Healing Granted squared * 10,000gp.

FH1 would be 20,000gp + 1^2 * 10,000 = 30,000gp
FH2 would be 20,000gp + 2^2 * 10,000 = 60,000gp
FH3 would be 20,000gp + 3^2 * 10,000gp = 110,000gp

Seems reasonable to me.
 

I want to know if any of the formulas given in DMG can apply here? It's all good and nice to guestimate what it should be worth, but is there nothing in the rules about creating an item that has a once off spell functioning continuously?
 

I want to know if any of the formulas given in DMG can apply here? It's all good and nice to guestimate what it should be worth, but is there nothing in the rules about creating an item that has a once off spell functioning continuously?
The formulas generally don't account for an item this powerful. Epic item rules have a similar item that can be made once you have epic feats and 35 ranks in arcana and spellcraft.

Forge Epic Ring [Item Creation][Epic]
Prerequisites
Forge Ring, Knowledge (arcana) 35 ranks, Spellcraft 35 ranks.

Benefit
You can forge magic rings that exceed the normal limits for such items.

Rapid Healing
This ring grants a living wearer fast healing 3. It must be worn for 24 hours before its powers activate, and if removed it will not function again until it has been worn for 24 hours by the same individual.
Caster Level: 20th; Prerequisites: Forge Ring, Forge Epic Ring, regenerate; Market Price: 300,000 gp
 

I disagree with Anguish because I'm getting a far more reasonable $3,519 cost using the standard Item Creation rules.

Note since RAW doesnt say the person forging the ring needs to be the same person casting the enchantment(s), you'd be far better off have a first level cleric cast the Cure Light Wounds spell; especially since it caps a 1d8+5 per round. This saves $12,000 ... enough to purchase three of the rings!

Secondly, you dont mention if you have the Forge Ring feat or need to hire someone to do the actual forging. I presumed the latter, using the DMG suggestion NPC Spellcaster's should charge player's 10gp per spell level × their caster level to cast spells (additional to any component and xp expenses) since its not listed in the SRD(?). Hiring someone to use a feat isnt specified, but is similiar enough that using the same formula should be reasonable. Thus hiring a 7th level NPC to use Forge Ring would be $70gp.



7th level NPC to forge ring (7th level NPC * 10g per level) 70
Cure Light Wound cast by 1st level cleric as constant effect (1 x 1 x 2000) 2,000
Cure Light Wounds has no material components -
Cure Light Wounds has no Xp components -
thus base gold cost = 2,070
xp creation cost = 5(base/25) = 414
cost of basic supplies cost = base/2 = 1,035
------------------------------------------------------------------------------
final cost = 3,519gp

Result is a ring which heals 1d8+1 hit points per round while worn by an injured creature.
Presume 5hp if you dont feel like rolling each round.

At $3,500, its slightly more expensive than a Ring of Feather Falling ($2,200) which also continously generates a first level spel effect and thus seems reasonably within the pricing ballpark.
 

That seems a little . . . off . . . to me. I'm not an expert on item creation, or really on anything else D&D/Pathfinder related, but as a GM I've gotta say there's no WAY I'd allow a character to pick this item up for a measly 3000 GP.

(See the 300,000 GP price tag on the ring in frankthedm's post, or the 90,000 GP tag on the Ring of Regeneration - which does allow regeneration of limbs, but only 1 HP/Round).

Also, as this it the Pathfinder forum, I feel compelled to mention that there is no XP cost for item creation in Pathfinder.
 
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At $3,500, its slightly more expensive than a Ring of Feather Falling ($2,200) which also continously generates a first level spel effect and thus seems reasonably within the pricing ballpark.
Pricing a magic item is not G.U.R.P.S. character creation. In no way are unlimited feather fall and unlimited cure light wounds in the same ballpark.

Pathfinder said:
Not all items adhere to these formulas. First and foremost, these few formulas aren't enough to truly gauge the exact differences between items. The price of a magic item may be modified based on its actual worth. The formulas only provide a starting point. The pricing of scrolls assumes that, whenever possible, a wizard or cleric created it. Potions and wands follow the formulas exactly. Staves follow the formulas closely, and other items require at least some judgment calls.

3.5 said:
Not all items adhere to these formulas directly. The reasons for this are several. First and foremost, these few formulas aren’t enough to truly gauge the exact differences between items. The price of a magic item may be modified based on its actual worth. The formulas only provide a starting point. The pricing of scrolls assumes that, whenever possible, a wizard or cleric created it. Potions and wands follow the formulas exactly. Staffs follow the formulas closely, and other items require at least some judgment calls.
 
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The continuous entry for making a magical item has a cost modifier based on the duration of the spell. It does not have a modifier for instantaneous.

I think that's because once an instantaneous effect goes off, it's done. There's no "ongoing effect" so it can't be made "continuous".

If you made a ring that allowed you to cast cure light wounds as a standard action, unlimited, then it would cost in that ballpark. Some people are still against this idea. I gave this to my players so they wouldn't have to nickel and dime cure wands every time they go into town, or check charges remaining, etc.

As for a ring of fast healing I, which is closer to what you are looking for (healing as long as you are alive), I'd go with what the ring of regeneration's price is: 90k.

It heals 1 point of damage (and one non-lethal, as that's how curative magic works) per round, forever. It also stops bleed damage and can re-attach/re-grow limbs.

If you made the fast healing work on only damage that's been dealt since wearing the ring (thus preventing swapping the ring from person to person to heal up after combat, etc), but not stop bleed or reattach limbs, then I'd cut the cost down a bit (around 60-75k maybe?).
You could have it heal any damage, but require 24 hours to attune, for a similarly abuse discouraging effect, while remaining different from the ring of regeneration (and less bookkeeping).

But yeah... a constant, "no action required" curative is quite strong. If it's just the "who cares" healing you are wanting, go with an unlimited-but-standard-action device that cures for the el cheapo pricing.
 

Mowgil - true, however Wysiwyg wasnt asking about a Ring of Regeneration. He inquired whether there is anything in RAW regarding item creation, and if so, what a ring enchanted with the 1st level Cure Light Wounds spell would cost. This is what I showed, presuming he’d want/prefer a continuous effect since using a Command Word for a 1st level effect only saves a few hundred gold.

As noted, a Ring of Regeneration costs significantly more ... because it reflects the cost of imbuing it with the much more effective and thus more expensive 7th level Regeneration spell. Will a ring of CLW reattach a severed arm? no. Will it regrow a damaged eye/ear? Again, no. It will however stabilize an injured comrade and eventually ready him to fight again - just as if the cleric was standing nearby to cast the exact same 1st level spell.

However RAW is subject to GM override, so it really comes down to the campaign's composition/style. Given the question is being raised implies (to me) the ring is designed to reduce the cleric's need to constantly cast CLW and repeated extended rests so he can renew this particular spell - in which case I would (and have) allow it to increase everyone's fun/enjoyment.

Of course if you really dislike the ring THAT much, his cleric could still make his life easier by using the Scribe Scroll feat to make 83 CLW scrolls per day at $12gp each per RAW (1st level spell x 1st level cleric x 12gp base = $12gp; allowed $1,000gp value per day spent writing). A single day or two of writing should keep the group healthy enough between writing days to make decent headway on their chosen endeavors. (Additionally, he could sell the leftovers at $25 per RAW for a little bonus income)

Don’t like scrolls? Find a 3rd level cleric with Brew Potion and generate CLW potions for $25 a pop, but expect the group to be taking extended camping trips between adventures since he can only brew one a day. (Again, sell leftovers at $50 each)
 

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