Did I create these magic items right and are they good (not overpowered or underpowerd)?


Advice


Bottomless Skillet: Originally designed by sailors on incredibly long journeys, it quickly became a must have for soldiers and adventurers. Once per day this skillet can produces enough food for 3 medium creatures or 1 large to survive off for 24 hours. The food dissipates after 24 hours if not consumed.
Slot: none Price: 2200gp Weight: 4lbs Requirements: Craft Wondrous Item, Create Food and Water Cost: 1100
Command Word: Spell Level x Caster level x 1800 = 3x1x1800 = 2200
Lesser Healer’s Sphere: This small glass sphere is inscribed with runes of mending and healing. As a full round action that provokes and attack of opportunity you can use it to cast cure light wounds (CL1) on yourself or someone you touch (healing only)
Slot: none Price: 3600gp Weight: none Requirements: Craft Wondrous Item, Cure Light Wounds Cost: 1800gp
Command Word: Spell level x Caster level x 1800
Slot Less: multiply price by 2 = 1x1x1800x2 = 3600 gp

Healer’s Sphere: This small crystal sphere is inscribed with runes of mending and healing. It functions as Lesser Healer’s Sphere but is Cure Moderate Wounds (CL3)
Slot: none Price: 21600gp Weight: none Requirements: Craft Wondrous Item, Cure Moderate Wounds Cost: 10800gp
Command Word: SLxCLx1800
Slot Less: x2 = 2x3x1800x2 = 21,600 gp

Greater Healer’s Sphere: This small spherical gem is inscribed with runes of mending and healing. It functions as Lesser Healer’s Sphere but is Cure Serious Wounds (CL5)
Slot: none Price: 54000gp Weight: none Requirements: Craft Wondrous Item, Cure Serious Wounds Cost: 27000gp
Command Word: SLxCLx1800
Slot Less: x2 = 3x5x1800x2 = 54,000 gp

I wasn't sure which of these next ones to use so here are both

Headband of Sending(A): On command this very thin dull gray headband can send a brief message to another wearer of a Headband of Sending. This will mentally alert the wearer of the message and you can have a conversation between the two wearers. You can talk with up to 4 other people at a time.
Slot: Head Price: 50,400 Weight: none Requirements: Craft Wondrous Item, Sending Cost: 25,400
Command word: Spell level x Caster Level x 1800 = 4x7x1800 = 50400 gp
Headband of Sending (B): 5 times per day, you can send a brief message to another wearer of a Headband of Sending. This will mentally alert the wearer of the message and you can have a conversation between the two wearers. You can talk with up to 4 other people at a time. A conversation can be no longer than a minute. This takes only a charge from the sender and none from the receiver.
Slot: Head Price: 40,320 gp Weight: none Requirements: Craft Wondrous Item, Sending Cost: 20,170 gp
Command word: Spell level x Caster level x 1800
Charges per day: divide by (5 divided by charges per day) = (4x7x1800)/ (5/4) = 40,320 gp


The Healer's Sphere is one of those items where it would make sense to restrict it to certain users in exchange for a small discount.

I would want the Healer's Sphere to cost the same as 5 wands of CLW, and it's actually remarkably close.


Any restriction on frequency of use (charges or times/day etc.) for the Healing Spheres ... I didn't see one which would make them very desirable and powerful. (As in a group should 'rarely be less than full health after each encounter' powerful if they possess one.) It would also mean that except in combat there is very little effective difference between the Lesser and Greater Spheres. Both could heal most parties to full in a several minutes making the extra cost of the Greater Sphere vs the Lesser rather exorbitant by comparison. The more limited the usage the more powerful by comparison the Greater Healing Sphere becomes.

Headband of Sending, again a lack of limit on version A could be problematic. In theory, as written, a group of 5 could be in Telepathic contact 24-7 with the "on command" activation. For comparison the permanent version of Telepathic Bond would be 50,000 for linking 5 creatures together.


Hit Points have been a "per encounter" resource for a long, long time already.

But yeah, the Greater Healing Sphere doesn't really bring anything to the table to justify the greater cost. The greater version should probably cast CLW AND Lesser restoration at will.


Pupsocket wrote:

Hit Points have been a "per encounter" resource for a long, long time already.

But yeah, the Greater Healing Sphere doesn't really bring anything to the table to justify the greater cost. The greater version should probably cast CLW AND Lesser restoration at will.

Yeah given "Happy Sticks aka Cure Light Wound wands" availability in many campaigns this would be true ... something in my opinion that is a problematic downside to easy crafting and 'magic shop' existence. Still one can burn through CLW wands in a big hurry and they still do cost you on an ongoing basis. With no usage limits at all the ongoing cost is zero and even more problematic.

Edit: i.e. there's a reason Cure Minor Wounds (as trivial as the amount healed was) disappeared when 0 level spells became an unlimited resource.


> Hit Points have been a "per encounter" resource for a long, long time already.
What?! DnD is an attrition game, hps don't auto-heal unless your party has rings of regeneration.

> Bottomless Skillet
There already is an item like that, I think.

> Lesser Healer’s Sphere
This is great. No CMD check, co charges, no nothing. Just auto-heal any number of people after a combat. Very overpowered in my opinion, but not quite on a level with a lyre of building. The greater versions aren't really worth it, I think.

> Headband of Sending
I wouldn't buy it, especially that you need at least 2 of those and it uses up the headband of intellect slot. Overpriced for what it does and for the rare occasions when the party has to briefly split up, just use spells. Anyway, don't bother with charges per day when you can have a similar constant effect.


The skillet is basically the same as the sustaining spoon (http://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/r-z/sust aining-spoon). Note that you made some odd math errors when calculating the cost, and the minimum caster level for a 3rd level spell is 5.

The spheres look OK to me.

The headband should get a discount for only being able to talk to other wearers.


Maklak wrote:

> Hit Points have been a "per encounter" resource for a long, long time already.

What?! DnD is an attrition game, hps don't auto-heal unless your party has rings of regeneration.

Ever since shops with cheap healing wands became a part of the default setting, most parties have healed up fully after every battle.


Maklak wrote:

> Hit Points have been a "per encounter" resource for a long, long time already.

What?! DnD is an attrition game, hps don't auto-heal unless your party has rings of regeneration.

Depends an awful lot on the campaign style and GM. Cure Light Wound wands are relatively cheap particularly if party members do the crafting. Then there's the whole 15 minute adventuring day. Either will tend to make attrition very difficult. Any curing items with no limits will make attrition go from difficult to near impossible as a GM tool.

Quote:

> Bottomless Skillet

There already is an item like that, I think.

Yes there is "Sustaining Spoon"

Quote:

> Lesser Healer’s Sphere

This is great. No CMD check, co charges, no nothing. Just auto-heal any number of people after a combat. Very overpowered in my opinion, but not quite on a level with a lyre of building. The greater versions aren't really worth it, I think.
Okay you and I have very different ideas of "overpowered" though I guess I haven't seen someone with a serious Perform (stringed instrument) skill working for hours on end building a small town either.


Ah, if by "auto-heal" you mean "buy a few wands of CLW and spam them", then I no longer disagree. The thing is in DnD you're expected to burn spell slots or money on healing spells and items. A wand of CLW is a very good deal, but it isn't free. I see Lesser Healer's Sphere as overpowered because the party will usually be able to afford one after their first adventure and never have to worry about healing between combat again. I'd say this is worth at least 10 CLW wands, not 3.

Some DnD equipment is a good bargain and some is not, but for spells you expect to use a lot of, like CLW, mage armour, protection from alignment, and maybe a few others, 3600 per "everlasting wand" is a very good deal, at least compared to wands or pearls of power.


I agree about the unlimited curing items. They immediately make wands of CLW obsolete. And those wands made actual healers pretty much obsolete already.
I'd ban them as written or insist on a number of charges per day or (to be a bit different) make them only work once or twice per recipient per day.


Maklak wrote:
I see Lesser Healer's Sphere as overpowered because the party will usually be able to afford one after their first adventure and never have to worry about healing between combat again. I'd say this is worth at least 10 CLW wands, not 3.

In this case it costs as much as 4.8 wands. And it's less useful in battle.

I'd suggest making it heal a fixed amount - 5HP per use, for example. That way, you don't have to waste time rolling lots of dice after every battle. You can just say "We spend 20 rounds healing." And then you knock a couple of minutes off all your short-duration spells.


For the healing spheres thing, I would probably only offer them in limited numbers and to parties with little to no healing magics, like for small parties or parties with a bad mix.

About the bottomless skillet I think I meant to revise it so it could feed a larger group & mounts but had not done it yet.

The headbands where more of just a for fun item and for parties who split up often. I was going to discount them but was unsure of the prices. I also considered making them slot less but it seemed a bit expensive.

Also if any of these items were be added to a campaign it would by GMs discretion, not something I intended to put in book or something like that.

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