I wanted to start a new thread, but I think I can post here.
How about use-activated items (i.e. infinite charges) with powerful low level spells?
For example, take cure light wounds: an use-activated item should cost:
2000 x caster lvl x spell lvl = 2000 x1 x1 = 2000 gold
which is ridicolously low for an item which, basically, allows full-healing to all party after every combat. (As a GM I wouldn't even allow an item like that, since it breaks the game mechanics).
How should be handled?
(By the way, hello to everyone) :)