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<blockquote data-quote="Jack Simth" data-source="post: 4505451" data-attributes="member: 29252"><p>A charge from a normal wand of Cure Light Wounds costs 15 gp, not 25 (750 gp for a standard wand, 50 charges per wand = 15 gp per charge). It's the scroll that costs 25. </p><p></p><p>Of course, the caster also needs to make his investment back (this has a higher base cost than a normal wand), so there will be some charge for that.</p><p></p><p>But then, the normal price of a 1st level spell at caster level 1 when you have a hireling casting it out of his spells prepared is 10 gp (plus components, if any) - which is, curiously, EXACTLY what the XP cost for invoking this wand comes to. You save exactly nothing hiring a caster to invoke one of these for you.</p><p></p><p>You mean exactly like how nobody buys wands of Cure Moderate Wounds? For the cost of one charge of Cure Moderate Wounds (15*2*3=90 gp each) for 2d8+3 healing, you can instead get SIX charges of Cure Light Wounds (15*1*1=15 gp each) for 6d8+6 healing.</p><p></p><p>As that exactly mirrors the existing situation, I'm not going to consider it a problem, in and of itself.</p><p></p><p>Other than that you can't get wands of Heal (it's a 7th level Spell for Druids, 6th for Clerics, 5th for Adepts - which is over the 4th level limit for Wands - and as these inherit from Wands, you can't get it for these, either), that's also basically the existing situation with standard wands.</p><p></p><p>See, a normal wand of Cure Light Wounds costs 750 gp to purchase, or 375 gp and 30 xp to craft. It has 50 charges - if you Craft that wand, each charge costs 7.5 gp and 0.6 xp. If we convert the XP cost of the standard wand of Cure Light Wounds to gp at the hireling spellcasting conversion rate, that's 3 gp, for 10.5 gp's value per charge. If we just go with the market purchase price, it's 15 gp/charge. If you Wish up the materials for Crafting the Wand of Cure Light Wounds (25,000 gp in materials per Wish, for 5,000 xp, means 5 gp/xp - so that 7.5 gp materials cost and 0.6 xp cost becomes 2.1 xp cost, when done in bulk this way, then calculated for individual charges).</p><p></p><p>The Spirit Wand Costs 10 gp value each time you invoke it (2 xp) - but it's also got a 1,000 gp up-front cost (or 500 gp and 40 xp), that you don't recoup.</p><p></p><p>If you price out the 2 xp per invocation as 10 gp (assuming a first level spell at caster level 1 - but they scale EXACTLY the same, so the comparison at spell level 1 is the same as the comparison at spell level 4), then that 1,000 gp Spirit Wand, compared to standard 750 gp wands, means you need to run through 200 charges before you hit break even (at 3,000 gp - 1,000 gp for the wand itself, 2,000 gp for 200 charges at 2 xp = 10 gp/charge; vs. four standard wands of Cure Light Wounds at 750 gp each).</p><p></p><p>While it's got some mild advantages in extreme, from a cost angle, it's actually about the same.</p><p></p><p>The practical advantages....</p><p>1) In the case of beneficial spells, you can have the recipient pay the XP for the charge (it's an option in the casting; so the Fighter pays for his own healing - as do the Wizard and Rogue in the party) rather than just draining the Cleric's resources (although one person will generally end up paying the up-front costs of the Spirit Wand).</p><p>2) If you're actively adventuring, they don't really "run out" - you don't need to track charges, just your XP (which you're tracking anyway).</p></blockquote><p></p>
[QUOTE="Jack Simth, post: 4505451, member: 29252"] A charge from a normal wand of Cure Light Wounds costs 15 gp, not 25 (750 gp for a standard wand, 50 charges per wand = 15 gp per charge). It's the scroll that costs 25. Of course, the caster also needs to make his investment back (this has a higher base cost than a normal wand), so there will be some charge for that. But then, the normal price of a 1st level spell at caster level 1 when you have a hireling casting it out of his spells prepared is 10 gp (plus components, if any) - which is, curiously, EXACTLY what the XP cost for invoking this wand comes to. You save exactly nothing hiring a caster to invoke one of these for you. You mean exactly like how nobody buys wands of Cure Moderate Wounds? For the cost of one charge of Cure Moderate Wounds (15*2*3=90 gp each) for 2d8+3 healing, you can instead get SIX charges of Cure Light Wounds (15*1*1=15 gp each) for 6d8+6 healing. As that exactly mirrors the existing situation, I'm not going to consider it a problem, in and of itself. Other than that you can't get wands of Heal (it's a 7th level Spell for Druids, 6th for Clerics, 5th for Adepts - which is over the 4th level limit for Wands - and as these inherit from Wands, you can't get it for these, either), that's also basically the existing situation with standard wands. See, a normal wand of Cure Light Wounds costs 750 gp to purchase, or 375 gp and 30 xp to craft. It has 50 charges - if you Craft that wand, each charge costs 7.5 gp and 0.6 xp. If we convert the XP cost of the standard wand of Cure Light Wounds to gp at the hireling spellcasting conversion rate, that's 3 gp, for 10.5 gp's value per charge. If we just go with the market purchase price, it's 15 gp/charge. If you Wish up the materials for Crafting the Wand of Cure Light Wounds (25,000 gp in materials per Wish, for 5,000 xp, means 5 gp/xp - so that 7.5 gp materials cost and 0.6 xp cost becomes 2.1 xp cost, when done in bulk this way, then calculated for individual charges). The Spirit Wand Costs 10 gp value each time you invoke it (2 xp) - but it's also got a 1,000 gp up-front cost (or 500 gp and 40 xp), that you don't recoup. If you price out the 2 xp per invocation as 10 gp (assuming a first level spell at caster level 1 - but they scale EXACTLY the same, so the comparison at spell level 1 is the same as the comparison at spell level 4), then that 1,000 gp Spirit Wand, compared to standard 750 gp wands, means you need to run through 200 charges before you hit break even (at 3,000 gp - 1,000 gp for the wand itself, 2,000 gp for 200 charges at 2 xp = 10 gp/charge; vs. four standard wands of Cure Light Wounds at 750 gp each). While it's got some mild advantages in extreme, from a cost angle, it's actually about the same. The practical advantages.... 1) In the case of beneficial spells, you can have the recipient pay the XP for the charge (it's an option in the casting; so the Fighter pays for his own healing - as do the Wizard and Rogue in the party) rather than just draining the Cleric's resources (although one person will generally end up paying the up-front costs of the Spirit Wand). 2) If you're actively adventuring, they don't really "run out" - you don't need to track charges, just your XP (which you're tracking anyway). [/QUOTE]
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