Bandages of Recovery: A means to make it Permanent?


Rules Questions


Self-explanatory question.

In the UE book, there are these "Bandages of Recovery" that are really great for improving recovery inbetween adventuring. While they are potent in capability, they are also very fragile, in that they are single-use items.

I am looking for a method to "construct" an identical item without the single-use property, and instead to make it permanent (AKA Continuous). While this has some "Homebrew" concept, there are rules and such to create your own Magic Items, including Wondrous Items, with its listed rules and guidelines in pricing a Magic Item.

With a Magic Item that has multiple spells of different caster levels and spell levels, which numbers would we use to calculate its price? By the pricing (and list) of the spell, it says CL 1, and that the lowest Spell Level used is Stabilize (which counts as 1/2 for calculation purposes), so am I wrong to say that we can use the lowest spell level numbers for its properties (unless it says that there is an effect within the Wondrous Item that functions as the spell listed)? If so, which numbers would we use?

With the assumption of using the lowest numbers, would the total amount of creating a permanent Bandages of Recovery (perhaps renamed to Bandages of Resilience) be (as per using calculation costs of a Continuous Effect item for it to be Permanent) 1 X 1/2 X 2,000 = 1,000 gold?


as a single use item cost 1/100 than a continous item, multiply the bandages by 100 and there you go.


The only ways I can think of right now to make the Bandages of Recovery permanent, if your DM allows it in game is to either cast Permanency spell on it in the making and at a cost of around 20,000 gp or use of a wish spell to make that one item permanent during the making of it.

This would cover only one bandage. So to make more of them would cost somewhere around 20,200 gp per bandage.

Note: They would still be able to be destroyed if someone used a dispell magic spell on you.


gustavo iglesias wrote:
as a single use item cost 1/100 than a continous item, multiply the bandages by 100 and there you go.

Not according to RAW.

In the table of Estimating Magic Item pricing, a Single-Use item is calculated as Spell Level X Caster Level X 50. A Potion of Cure Light Wounds (+1) is 50 Gold Pieces as per this ruling, as is the Bandages since they are destroyed upon removal or full-healing.

The Bandages are classified as Spell Level (4) X CL (1) X 50 = 200 Gold (which I didn't even think as for the calculation until now).

Using this same formula, and making it a Continuous Effect item instead of a Single-Use item, the formula should change to Spell Level (4) X CL (1) X 2,000. With that calculation, the cost should equate to 8,000 Gold to have its effects become Continuous. (Quite costly, but also quite powerful for a chest slot item.)


Darksol the Painbringer wrote:
gustavo iglesias wrote:
as a single use item cost 1/100 than a continous item, multiply the bandages by 100 and there you go.

Not according to RAW.

In the table of Estimating Magic Item pricing, a Single-Use item is calculated as Spell Level X Caster Level X 50. A Potion of Cure Light Wounds (+1) is 50 Gold Pieces as per this ruling, as is the Bandages since they are destroyed upon removal or full-healing.

The Bandages are classified as Spell Level (4) X CL (1) X 50 = 200 Gold (which I didn't even think as for the calculation until now).

Using this same formula, and making it a Continuous Effect item instead of a Single-Use item, the formula should change to Spell Level (4) X CL (1) X 2,000. With that calculation, the cost should equate to 8,000 Gold to have its effects become Continuous. (Quite costly, but also quite powerful for a chest slot item.)

You are right, I was confused with spells with gold cost as component (" If item is continuous or unlimited, not charged, determine cost as if it had 100 charges. If it has some daily limit, determine as if it had 50 charges."

Anyways, in the end, using your formula it ia quite expensive anyways. I'm not sure it's worth it.


gustavo iglesias wrote:
Darksol the Painbringer wrote:
gustavo iglesias wrote:
as a single use item cost 1/100 than a continous item, multiply the bandages by 100 and there you go.

Not according to RAW.

In the table of Estimating Magic Item pricing, a Single-Use item is calculated as Spell Level X Caster Level X 50. A Potion of Cure Light Wounds (+1) is 50 Gold Pieces as per this ruling, as is the Bandages since they are destroyed upon removal or full-healing.

The Bandages are classified as Spell Level (4) X CL (1) X 50 = 200 Gold (which I didn't even think as for the calculation until now).

Using this same formula, and making it a Continuous Effect item instead of a Single-Use item, the formula should change to Spell Level (4) X CL (1) X 2,000. With that calculation, the cost should equate to 8,000 Gold to have its effects become Continuous. (Quite costly, but also quite powerful for a chest slot item.)

You are right, I was confused with spells with gold cost as component (" If item is continuous or unlimited, not charged, determine cost as if it had 100 charges. If it has some daily limit, determine as if it had 50 charges."

Anyways, in the end, using your formula it ia quite expensive anyways. I'm not sure it's worth it.

It's quite nice when you're out adventuring and you need some help in recovering extra hit points (and ability damage) between resting periods. With this past adventure I just went through, I suffered 3 Con Damage (those blasted Chupacabras) and 4 Dex Damage (Fumble Card), and if we weren't already at the BBEG's room, recovering that damage would be a major pain.

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