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<blockquote data-quote="DEFCON 1" data-source="post: 5859987" data-attributes="member: 7006"><p>We made them. And we didn't need 'convincing' to take Craft Wand, because all of us casters saw just how useful and how much financial sense it made to do so.</p><p></p><p>A 1st level spell made at a 1st level caster level cost 750 GP. That's it. So basically any 1st level spell any of the casters had which was still effective at a 1st level caster level were made into wands, rather than wasting spell slots memorizing them each and every morning. A spell with a 1 minute per level duration was effectively 10 combat rounds worth of buff. So that's all we needed.</p><p></p><p>So for 750GP we got 50 charges of 1d8+1 healing from <em>CLW</em>.</p><p></p><p>We got +2 deflection bonus to our ACs for most of every encounter from <em>Shield of Faith</em>.</p><p></p><p>As a wizard, I got a +4 to AC from <em>Shield</em> every encounter.</p><p></p><p>We always had a 10 minute burst worth of <em>Comprehend Languages</em> at our fingertips.</p><p></p><p>Basically, all the typical 1st level spells that had a duration of 1 minute or 10 minutes per level we made into wands, because they were cost effective, plus it made sure we always had their abilities instantly at hand. This then let us save our 1st level spell slots for those spells which were not as effective cast at a 1st level spell level (like Magic Missile for example).</p><p></p><p>Was that 'gaming' the system? We didn't think so, because these prices were set <em>in the fiction</em> via the rules of the game itself. So our PCs discovered these pricing issues within the world just like us players did within the game. I think it ended up being one of the real problems with the 3E magic item crafting system, as pricing was set exponentially based on spell level and caster level. Really low level stuff was super cost effective on a mass production scale, whereas anything above like 3rd level spells or 3rd level casting level never was.</p></blockquote><p></p>
[QUOTE="DEFCON 1, post: 5859987, member: 7006"] We made them. And we didn't need 'convincing' to take Craft Wand, because all of us casters saw just how useful and how much financial sense it made to do so. A 1st level spell made at a 1st level caster level cost 750 GP. That's it. So basically any 1st level spell any of the casters had which was still effective at a 1st level caster level were made into wands, rather than wasting spell slots memorizing them each and every morning. A spell with a 1 minute per level duration was effectively 10 combat rounds worth of buff. So that's all we needed. So for 750GP we got 50 charges of 1d8+1 healing from [I]CLW[/I]. We got +2 deflection bonus to our ACs for most of every encounter from [I]Shield of Faith[/I]. As a wizard, I got a +4 to AC from [I]Shield[/I] every encounter. We always had a 10 minute burst worth of [I]Comprehend Languages[/I] at our fingertips. Basically, all the typical 1st level spells that had a duration of 1 minute or 10 minutes per level we made into wands, because they were cost effective, plus it made sure we always had their abilities instantly at hand. This then let us save our 1st level spell slots for those spells which were not as effective cast at a 1st level spell level (like Magic Missile for example). Was that 'gaming' the system? We didn't think so, because these prices were set [I]in the fiction[/I] via the rules of the game itself. So our PCs discovered these pricing issues within the world just like us players did within the game. I think it ended up being one of the real problems with the 3E magic item crafting system, as pricing was set exponentially based on spell level and caster level. Really low level stuff was super cost effective on a mass production scale, whereas anything above like 3rd level spells or 3rd level casting level never was. [/QUOTE]
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