Wondrous item and cure minor wound


Rules Questions


Hello all !

I really wonder how you deal with the crafting of a wondrous item that could cast cure minor heal at will if we follow the ruling.

I mean ... WTF ! 2000 po for an item that remove all survival between different encounter. I have some hard time to think this it honestly possible to do.

If someone have a ruling about it, or just an answer of how to deal about tout, it would be really great !


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Pathfinder Maps, Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Charter Superscriber; Starfinder Charter Superscriber

There is no cure minor wounds cantrip in the Pathfinder RPG. For good reasons.


Never use the formula unless you absolutely have to. They are the backup option for a very good reason.


Zaister,

Should i understand that the wondrous object have the same number of spell per day than the Spell caster level of the object ?

edit: No sorry, just understand, and indeed no reason to duplicate something that dont exist for a VERY good reason


Struggle is a fantastic thing to have in a game, however I don't think it should revolve around how much healing someone needs out of combat.

Grand Lodge

Cabfire wrote:
Should i understand that the wondrous object have the same number of spell per day than the Spell caster level of the object ?

The table gives cost factors for the number of times the item can function per day.

Liberty's Edge

There was a reply to this by SKR some time ago [to be precise, it was about a item casting Cure Light Wound at will, but the final effect is the same: unlimited cures]. SKR said it would be priced like a ring or regeneration.

How you go about pricing a similar item:
You should price the item first looking what similar items do, then you will use the tables is you find nothing or t tweak that number.

What item allow you to recover 1 hp/round?
Ring of regeneration.
You keep the "stop bleeding" effect?
Yes, any cure spell stop bleeding.
Your regenerate lost appendages?
No.
You are limited to curing only damage accrued while wearing the ring?
No.

I would reduce the price by 1/4 for the loss of the regeneration power (it is rarely useful). So 67.500 gp
But then there is the bonus that it will work on damage you get even if not wearing the magic item. That will increase the cost by 50% as it is almost as good as a no slot item (it use a slot only when you need healing).
End price 101.25 gp


Think you forgot a zero in there Diego (101,250 is what I think you meant), but otherwise I generally agree with you. The only thing I think I might disagree with you on is that since it is command activated that would be another deduction compared to a ring of regeneration.

Others have tried to do an infinite use item of CLW as well and frankly, I think it is broken. For a limited use item of CLW I will always price them as a Pearl of Power I -25% (ie: 750gp).

- Gauss

Liberty's Edge

Yes, I have lost a 0 in the final price.

Making it a command word activated item would reduce is price by 10%, so
it will cost 91.125 gp. At that price level we could even round it to a neat 90.000 gp.


Diego Rossi wrote:

Yes, I have lost a 0 in the final price.

Making it a command word activated item would reduce is price by 10%, so
it will cost 91.125 gp. At that price level we could even round it to a neat 90.000 gp.

I think that is still very low for unlimited healing for everyone, in the most important aspect it functions like a ring of regeneration for the entire party (and more).

As an aside I get a really bad taste in my mouth when I see an obviously powerful item that casts cure light wounds at will, with a caster level of 1.


Remco Sommeling wrote:


I think that is still very low for unlimited healing for everyone, in the most important aspect it functions like a ring of regeneration for the entire party (and more).

As an aside I get a really bad taste in my mouth when I see an obviously powerful item that casts cure light wounds at will, with a caster level of 1.

Well in your campaigns you would decide that it would either cost more, or not be able to be made into a magical item.

The 'formula' is simply a pricing guideline.. but many people never seem to read that.

You first decide if you want the item in your game, and then you decide how it should be priced.

-James


Well, you can also choose to up the minimum caster level requirements when establishing crafting costs. If you made it a 5th, 7th, or 9th caster level as the minimum for construction, that would greatly raise the price and offset some of the reservations most people would have. But even so, the effect of an unlimited CLW item is definitely a minor-artifactual level device, whether or not it takes up an item slot.


Diego Rossi wrote:

Yes, I have lost a 0 in the final price.

Making it a command word activated item would reduce is price by 10%, so
it will cost 91.125 gp. At that price level we could even round it to a neat 90.000 gp.

Ahh the cultural difference between the period and the comma, in dealing with numbers. :)

I think he means 90k gold, not 90 gold.

-S

Sczarni

Now throw in that a non-spellcrafting Master Craftsman can use Crafting (traps) to make it with only a +5 DC modification for no spell component and you have yourself a real neat situation.

Personally, I might throw in that it needs at LEAST a permanency spell added (making CL rise, plus adding another needed spell and possibly another +5 for not having the spell). And yeh, adjust the cost for that as well. Remember, its not a RING which takes magic easier because it is specially crafted... its a "simple magic item" which requires much less effort, but usually more magic, to construct.

Forge Ring - 7th level
CWI - 3rd level


Two options I mentioned last time this came up:
- Houserule (up front) than all magic items have a finite number of charges per day or a finite number of charges in total. A 5/day items is practically unlimited for a lot of spells and costs the same as an unlimited item by the guidelines. For 10/day, double the price, etc. (Then a truly unlimited ring of CLW would be artifact level.)
- Require such an item to be attuned for 24 hours before working. There's no price guidelines for this, but the existing items that use that don't see to get a discount. Unlimited healing for the cleric isn't as overpowered as unlimited healing for the whole party.

Liberty's Edge

maouse wrote:

Now throw in that a non-spellcrafting Master Craftsman can use Crafting (traps) to make it with only a +5 DC modification for no spell component and you have yourself a real neat situation.

Personally, I might throw in that it needs at LEAST a permanency spell added (making CL rise, plus adding another needed spell and possibly another +5 for not having the spell). And yeh, adjust the cost for that as well. Remember, its not a RING which takes magic easier because it is specially crafted... its a "simple magic item" which requires much less effort, but usually more magic, to construct.

Forge Ring - 7th level
CWI - 3rd level

To use Craft (traps) you must make a trap. You can't make a random item and call it a trap.

it is depressing to see how people try to milk this trap angle for making magic items, calling traps all kind of devices.


[sarcasm]Sure it is, I live in a land of undead, so I create traps that cast Cure Light Wounds on the targets it catches. It's also portable :P [/sarcasm]

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