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Why avoid building Cure per day items ?

Rashak Mani

First Post
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 ?
 

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Clerics were given extra character power so the could do exactly what you are trying avoid.

If you feel curing people is spoiling your fun, play a wizard.
 

I'm not sure. Given how cheap wands of cure light wounds are, it seems like you can basically avoid casting out-of-combat cure spells anyway. I had an unlimited-use cure light wounds item in the last campaign I DMed, and I can't say that it caused any disruption.

Rod of miraculous healing: This pale, silver-inlaid ivory rod is carved into the shape of a caduceus. When touched to a creature (a standard action) it heals five points of damage. Also, once per day, it can be used to create a remove poison, remove disease, or restoration effect on the creature touched, but using any of these secondary functions renders the rod powerless for one day.

Only a character with cure light wounds on his or her class spell list can use the rod.

Moderate conjuration; Craft Rod, cure light wounds, remove disease, remove poison, restoration; 12,000 gp.
 
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-Who's vetoing them? I've seen several magical items that heal in play before and have created some myself for my campaign. Aside from wands, they are usually placed on armors or intelligent swords. I haven't seen them on rings before. I'd also have to re-check the creation tables. The price you quoted seems a little low.
 

This is a great example of why the magic item pricing guidelines are just guidelines.

Unlimited healing per day via cure light wounds is just as good, in many circumstances, as unlimited healing per day via cure critical wounds.
 

the Jester said:
This is a great example of why the magic item pricing guidelines are just guidelines.

Unlimited healing per day via cure light wounds is just as good, in many circumstances, as unlimited healing per day via cure critical wounds.
Except that in combat you might want your curing to happen faster than 1d8+1 per round... :D

There is no official restriction... but there aren't any items besides wands and potions with cure spells that I know of.
 

Ah, but there is a Cure Serious Wounds item in the game already - the Bead of Healing on a Lesser, Standard, or Greater strand of Prayer Beads.

In fact, if you read closely, you'll also note that the Bead of Healing is a Command-word activated:
SRD said:
Each special bead can be used once per day, except for the bead of summons, which works only once and then becomes nonmagical. The beads of blessing, smiting, and wind walking function as spell trigger items; the beads of karma and summons can be activated by any character capable of casting divine spells. The owner need not hold or wear the strand of prayer beads in any specific location, as long as he carries it somewhere on his person.
No mention is made of the bead of Healing, so it defaults:
SRD said:
Command Word: If no activation method is suggested either in the magic item description or by the nature of the item, assume that a command word is needed to activate it. Command word activation means that a character speaks the word and the item activates. No other special knowledge is needed.

Although, valued at 9,000 for "Wearer can cast his choice of cure serious wounds, remove blindness/deafness, or remove disease" once per day; by item creation guidelines, you have:
Cure Serious Wounds (3rd level spell, 3*5*1800=27000 base)
Cure Blindness/Deafness (3rd level spell, 3*5*1800=27000 base)
Remove Disease (3rd level spell, 3*5*1800=27000 base)
Activateable once per day (divide by (5/1)), and only one of the three per day - multiple similar abilities: 3/4ths of second, 1/2 of third.

So, by guidelines, the bead is valued at.... (27,000+0.75*27,000+0.5*27,000)/(5/1)=(27,000*2.25)/5=12,150 gp for Command Word; as Spell trigger, that would be 10,125 gp; I'm not sure what it would be for Spell Completion.....
 

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 ?

Personally, I don't play many clerics that don't carry a cure X wand. Usually it is cure light ... but that just makes sense. They are relatively cheap, and this allows the cleric to retain a majority of their spells. I often carry a Cure Moderate wand as well to hold onto those 2nd level buffs.

No reason not to have them as items, I just often prefer wands to items because they don't take up a body slot.
 

I'd stay away from gloves of heal in 3.0 though.
Also stay away from gloves of harm.
That's definately broken.

In 3.5 at decently epic it might be okay. maybe. sorta.
 

Hhhmmm... a ring of cure light x5 a day wouldn't be personal either... forgot that.

Still I think its a pity people relying on costly curelight potions.... :cool:
 

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