Unlimited Healing Magic Item - would you allow?


Equipment and Description


One of my guys came up with this. I'm not to sure to allow it. Am I misreading the rules, or is it "possible"

Holy Symbol of Curing.
Use-activated spell (so it takes a standard action) - Cure Light
Wounds, cast at level 1. 2000gp
No body slot affinity. x2

So for 4000 gold, you basically have an unlimited wand of cure light wounds.

Skester

Liberty's Edge

Skester wrote:

One of my guys came up with this. I'm not to sure to allow it. Am I misreading the rules, or is it "possible"

Holy Symbol of Curing.
Use-activated spell (so it takes a standard action) - Cure Light
Wounds, cast at level 1. 2000gp
No body slot affinity. x2

So for 4000 gold, you basically have an unlimited wand of cure light wounds.

Skester

It is possible,by the rules

however what I would ask myself is...

1) Do you want this in your game?
2) Will it unbalance your game?
3) Does it invalidate clerics?
4) If this Item can be made for so little money why do clerics exist? Will the temples of your world allow these to exist when it could cut into their "healing services" (Collection plate?)

But, that's just my 2 cents.
Personally, I am not a fan of items like this personally. It is far to easy to throw off game balance once with even low level spells when they become "at will" abilities.


Skester wrote:

One of my guys came up with this. I'm not to sure to allow it. Am I misreading the rules, or is it "possible"

Holy Symbol of Curing.
Use-activated spell (so it takes a standard action) - Cure Light
Wounds, cast at level 1. 2000gp
No body slot affinity. x2

So for 4000 gold, you basically have an unlimited wand of cure light wounds.

Skester

I did something like this. It didn't unbalance things. And as we went up in levels it became less and less used. I got the idea from 8-Bit Theatre.

Healing Shiv (Silver Dagger)
1d4-1 Damage +1d6 Positive Energy
I gave it to them as a reward when they were around level 3.

It was useful for when they were moderately beat up and needed to recover. They never used it during combat since it could go either way. And they did their best to avoid using it on seriously injured people.

And it was fun to see them talk to one another to figure out whom would be stabbing whom. And also to see interesting reactions from any NPCs that see them stabbing themselves.


Skester wrote:
So for 4000 gold, you basically have an unlimited wand of cure light wounds.

You are correct, but no dm in his right mind would allow a player to do this. and if he did i want my ring of true strike +20 to hit for 4000gp.


Healing Shiv? lol

Gotta be careful, STR is taken into account there.

Something like this would be extremely powerful OUT of combat, but not in combat. It would basically mean that between combats, the party would be fully healed, but in combat, only at lower levels would it really do much. If a player's really hurt would you rather do a cure light, or a cure critical to keep him in the combat?

The way I'm leaning towards is something like this would make the Cleric a lot more powerful, but a lot more useful as well. You'd be able to focus on other spells besides healing, which can be a lot more fun for them.

And of course, it also allows the party to not have a cleric, if they really really wanted....

Skester


Skester wrote:

One of my guys came up with this. I'm not to sure to allow it. Am I misreading the rules, or is it "possible"

Holy Symbol of Curing.
Use-activated spell (so it takes a standard action) - Cure Light
Wounds, cast at level 1. 2000gp
No body slot affinity. x2

So for 4000 gold, you basically have an unlimited wand of cure light wounds.

#1: No, don't allow it unless you want to.

#2: There are no item pricing "rules", just guidelines. Best example is Ring of Invisibility, which is far more expensive than the guidelines would indicate.
#3: Per those guidelines, there's some errors here.

a) It's Command word activated, so actually the base price would be 1800, not 2000.
b) That price is generally for at-will, or equivalent to 5/day. Why ever have 5/day if you can have at-will? Because some things just don't belong being at-will.
c) To demonstrate: Items with at-will/constant effects have a price adjustment based on the duration of the spell. X1 for hour/level, etc., x4 for 1 round/level. With a duration of instantaneous, you could say it has either a very high (x8, x16) factor, or an infinite factor.

I allowed someone to make items just like this, but with a times per day limit and they were quite useful, in a limited fashion that matched up with the pricing. I'd suggest working with your player to achieve that.
For first level cure light's, it's 360gp per use/day. E.g. 1080gp for 3/day. Multiply by caster level if higher than 1. Multiply by spell level as well if higher than cure light.

#4: On the general idea of "everlasting" items like this, that at least have a times/day limit: I was for quite some time utterly opposed to these - they seemed a total way to cheat the system of wands, potions, and scrolls.
What changed my mind, to a degree, was the concept of the time value of money. Spending gold now buying that everlasting item, means gold not spent on other useful items, when they could have spent a portion for a potion, or a wand, and gotten something else as well.
While in the long run something everlasting is a better value than a wand, as long as it has a per-day limit it doesn't eclipse the price usefulness of the others.


For the record, that 360gp per use per day was for an item used in hand, or in a body spot. If it was truly slot-less then yes it would have to be doubled for that as well.


This wouldn't be for a low level party. I'm thinking of allowing it just to avoid them resting after every encounter. They really have no trouble healing (they are 11th level), and this item wouldn't have much use in combat (maybe stabalize).

What it would allow is the Cleric to be more offensive (and fun to play) and not have to worry about saving all his spells to heal up the party after. Basically they'd spend 5 minutes after combat, be fully healed and continue on.

If you take the reverse spell - Cause Light Wounds - basically a touch attack that does 1d8+1 damage, unlimited times per day. That doesn't really seem like an overpowered item for 4 grand to me. Sure touch spells are a lot easier to hit with, but the damage isn't much.

Skester


I also think about it like this.

It may cost less than a wand of cure moderate wounds, but it costs more than 5 wands of cure light. 5 wands - that's 250 cure light wounds. That's a lot. This basically negates the need for bookkeeping.

Skester.


Thinking some more on this - an item like this should have charges per day. But I was thinking that maybe unlimited use with charges per day should be equal to 50 charges per day.

Then the total cost would be x10 - or 40,000 gold.

Definitely not a low level item.

Skester


Instead of an activated Item if your keen on free healing as it were try this on for size

Have a look at the Dragon Shaman from the PHB 2.

It can have a persistent ability that gives fast healing 1 to all party members within 30 feet. However only for chars below 60% HP.

Using that as an example you can have an item which grants say 1d6HP per 10mins for characters below 70% of total HP

Or if you want to cut down on housekeeping make it 6d6HP per hour.

That way the healing doesn't come into play during combat however after combat they group will be mostly healed within a few hours thus removing the need to stop of rest between encounters.

Importantly they don't get 100% health for free, if they want 100% health they would need to use recourses to get there. will teach them to use healing only when really needed instead of blanket healing between encounters

However if you do that you need to prevent/discourage them resting between encounters otherwise whats the point ;)

What would be more interesting to play as a DM and as the group would be do an encounter drops all 6 characters below 40% HP and two of them below 20% HP, knowing that they get free healing the press on but send the rogue ahead to scout for trouble because of the condition they are in.

The rogue finds a group of X that the party will need to deal with a couple of hours later at which time Most of the group of now around 60-70% HP with two members around 50%, the choice is now made do they use healing to boost some members or do they try to avoid combat or do they attack at range ?

Having a group at full HP for every encounter is not as realistic and often not as much fun making any PC group consider not attack is a victor for any DM because if your party boldly dives into any encounter knowing they have enough HP between them to outtank anything in their current CR range things can get a bit stale.

Consider when you make a monster how much HP do you give it ? 50% ? e.g. 10d8 HP = 40HP average which is what most DM's use, maybe 60 for tougher 30 for weaker and 80 for a "boss". now consider your party when they level up for HP do you give them 1 roll only ? or do you alow say best out of 2, reroll 1's etc etc if so your party's HP is above the CR they are fighting.

if no fighter ever gets worse than a 5 for HP with your rolling system then their average HP is about 75%. Most people do this because players often feel gimped rolling a 1 for HP but realistically you need that 1 to offset the 10 you roll next level.

A 10th Level Fighter with 12 CON should have an approx HP of (10+1)+10+(10d10=avg50)= 71HP at Level 10 however most player in most games I'd venture would have closer to 90-100HP because of DM's allowing HP fudging of one sort or another ;)

and holycrap did I ever get sidetracked


Hmmm,

I seem to recall that 3.x has a cleric orison, Cure Minor Wounds, and that Pathfinder removed it because it would give clerics unlimited healing (at 1 HP per unlimited number of castings of the orison).

Wouldn't it be just as easy to re-establish this orison if you have no objection to unlimited healing?

Then your creative player could make something else with his hard-earned gold.


Well if the character has the Craft Wondrous Items feat then the rules say he can, and if after nearly a decade of 3.X the ability to make at-will, instantaneous-spell items hasn't been removed as a "ZOMG xploitz!!", then it's perhaps because the designers intended it to work that way.

Granted, a GM has the right not to allow in his campaign anything he doesn't like (and I'll always prefer removing a resource from game than nerfing it) but, is it really -that- unbalancing? At low levels it's very rare the player who takes the CWI feat, given how gold isn't that abundant, and being objective, the average player prefers to invest in being teh r0x0rz than in healing, while the smart player knows there are plenty other tools of the trade he needs to stay alive besides that item of infinite healing (especially at low levels, where such item will do me little good if a CR 2 monster 1-hits me as in Critical Strikes, Paralysis, etc.)... mind you, even a perpetual True Strike isn't -that- hot if you realize you have to spend one action activating it to attack the next... at low levels that only means you only get to attack once every two rounds, so statistically your hit ratio won't be that different in the long run.

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