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Why avoid building Cure per day items ?

some things in an unlimited amount is unbalancing. Why pay for a cure serious wound with unlimited charges, when you can get a Cure minor much cheaper? Thats the big problem.

I do know one way of getting a healing item that wouldn't be unbalancing... an item with a perment *Regenarate wound* spell from *Master of the Wild*... etc. a 2nd level spell Regenerate moderate wounds heals target 2hp/round for a duration of 10 rounds + 1 round/level

So now... if you made a cure serious wounds item with unlimited charges.. wouldn't that be so much stronger? If someone makes such an item i suggest they make an item with unlimited item that cast True strike once per turn.. and get 4 of them .. one for each attack... Really...
 

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I think everyone agrees that continous effects are easier to abuse... but I'm thinking along x3 or x5 times a day. That is hardly unbalancing... it just means that the Cleric won't necessarily be doing all the curing.
 

Rashak Mani said:
I think everyone agrees that continous effects are easier to abuse... but I'm thinking along x3 or x5 times a day. That is hardly unbalancing... it just means that the Cleric won't necessarily be doing all the curing.

Right - there's nothing that says you can't make one. The rules even suggest the price for it (Spell * Caster Level * 1,800gp * (Charges per day / 5). A basic healing device (CLW, CL1), then, would run you 360gp per daily charge. Consider that a similar wand, used once per day for 50 days, will run you 15gp per daily charge.

Additionaly, the Eberron Campaign Setting has an item called an "Eternal Wand."

Basically, it's a wand that useable by any arcane caster 2x per day regardless of spell list, but is limited to 3rd-level spells and 6th Caster Level.

It costs quite a bit more than a normal wand.

EDIT:

I left out half the analysis on my first paragraph. Grar!

I forgot the middle sentence (and have now expanded it): After 50 days, the basic healing device costs 7.2gp per charge, and the longer you keep it, the cheaper, relatively speaking, it is. However, it completely lacks the wand's "I need healing NOW!" ability to blow all of its charges in a single sitting. You need to use the device a total of 24 times before it becomes equivalent in per-charge pricing to a wand.
 
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Rashak Mani said:
Why aren't there any magic times that cure light or cure moderate X times per day ? Why avoid these kinds of items ? One of the biggest hassle of being a Cleric is having to dump so many spells converting them into healing for group PCs.

If everyone has a Cure Light Ring 5 p/ day at a modicum 1800 gp would provide 5d8+5 (avg 27 hps) curing a day per PC. Speeding up post combat recovery and spoiling the Clerics fun less.

So why the veto on curing magic items ?

So people playing clerics (already one of the most powerful classes) won't be able to munchkin out their clerics even more by not needing to cure wounds for members of their party.

The cleric was greatly powered up in 3.0 to make up for the fact that they are expected to be using a lot of their power for curing. They don't need any more buffing.
 

What happens to Evil Clerics then ? They cant unlearn spells to gain cures, and I believe that losing spells to cast Inflict is normally a bad idea or rarely comes up. Evil clerics get the bite because they need to memorize cure spells, if a DM vetos alot of healing items, playing a evil cleric can be a REAL bore.
 

Check out the Eberron Campaign Setting. An item with the name "Eternal Wands" or something like that may fill this need for you.
 

We got around the evil cleric problem by using a cleric of Luthic (orc goddess, has the Healing domain), with Domain Sponteneity, for our evil campaign. There's at least one way to get around it without resorting to items, but we do that too, with wands of lesser vigor.
 

As to evil clerics, spontaneous inflict spells are most usefull for healing your undead minions, gathered with your control undead ability. It's true that spontaneous healing is more usefull than spontaneous inflicts, but controlling undead is more usefull than destroying them, so it balances.

Tell the party fighter that you'll be happy to heal his wounds, as soon as he submits to the will of your godess and becomes a vampire. Until then, don't get upset if he sits their and bleeds... after all, you're evil.
 


Are there any cost modifications to items that you "use" by wielding them... but aren't on a body slot ? A vial of cure light potion that renews itselfs twice a day isn't occupying a slot... but its not like an Ioun Stone that is available without having to get it.
 

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