Sickstone: Critique my Custom Magic Item


Advice

Scarab Sages

My party had a great deal of difficulty with the nausea condition in a recent combat. I should hit level 3 soon and intend to take the "Craft Wondrous Item" feat.
Here's what I have in mind:

Sickstone

Aura faint conjuration; CL 1st
Slot - ; Price 2,000 GP; Weight -

Description

This small and unsightly lump consists of a handful of grey, brown, and yellow gallstones scavenged from tiny animals. It is sticky to the touch and occasionally secretes a green adhesive substance that binds its form.

Anytime the possessor of the sickstone fails a saving throw against a disease, nausea, or the sickened condition the sickstone will expend a charge and suppress the disease, nausea, or the sickened condition for 10 minutes. After 10 minutes the individual that failed the saving throw will suffer the effects of the failed save as normal.

A sickstone contains 50 charges. When a sickstone uses its last charge it falls apart and becomes useless.

Construction Requirements

Craft Wondrous Item, Remove Sickness; Cost 1,000 GP

I referenced the item "Ring of Counterspells" and "Brooch of Shielding" while making this in relation to items that prevent unwanted effects from happening to the possessor without the possessor actually having to do anything.
What do you guys think. Is this OP? Any advice, observations, or comments you can offer are welcome. Thanks in advance.


That basically block any sickening effect, and 50 charges made this object a long lasting one. I suggest to change it a bit, maybe allowing the wearer to reroll the save vs the effect, and maybe you can develop a lesser, medium and greater version of the object, let's say allow the reroll 2/day with a +1 bonus for lesser, 4/day with +2 for medium, and at will with +4 for greater.


Supressed for 10 minutes is basically the same as cured, as far as combat is concerned. So that being said, I think its a bit too cheap. a wand in that price range (50 charges, cures things) costs minimum 4500 gp, only cures one thing (where yours cures everything) and takes a spellcaster to weild, unlike yours.

I think the correct price, all things considered is around 6000gp. gut feeling, but more of a 33% surcharge on the wand.

Scarab Sages

Blackstorm wrote:
That basically block any sickening effect, and 50 charges made this object a long lasting one. I suggest to change it a bit, maybe allowing the wearer to reroll the save vs the effect, and maybe you can develop a lesser, medium and greater version of the object, let's say allow the reroll 2/day with a +1 bonus for lesser, 4/day with +2 for medium, and at will with +4 for greater.

Thanks for the feedback. I like the scaling in power idea. If, instead of 50 charges, the item only functioned 2 or 3 times per day would that make the block of the sickening effect more...digestable <--see what I did there :D

Scarab Sages

Weables wrote:

Supressed for 10 minutes is basically the same as cured, as far as combat is concerned. So that being said, I think its a bit too cheap. a wand in that price range (50 charges, cures things) costs minimum 4500 gp, only cures one thing (where yours cures everything) and takes a spellcaster to weild, unlike yours.

I think the correct price, all things considered is around 6000gp. gut feeling, but more of a 33% surcharge on the wand.

Appreciate the feedback.

Remove sickness is a 1st level spell so a "wand of remove sickness" can be bought for 750 GP. The item should be more expensive than the wand though as it doesn't require a caster to use and doesn't require an action on the part of the possessor, but 6,000 GP is way too expensive for our current party level.

Grand Lodge

This magic item is totally sick, yo.

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