| Lord Phrofet |
So I have noticed a few people posting about using Hex Vulnerability wands to great affect. My question is what people would price an item with it on continuously for party healing and buffing purposes? Based on the rules it should be $2,000 for a slotted item or $4,000 for non-slotted. Is this a reasonable price or do people feel that an additional amount should be added?
| DM_Blake |
Not even close, IMO.
The rules for creating magic items also say:
Many factors must be considered when determining the price of new magic items. The easiest way to come up with a price is to compare the new item to an item that is already priced, using that price as a guide.
The game is designed for healing to be a resource that must be managed. Unlimited healing, including unlimited buffing, is a major, huge, mega, awesome ability. If you look around, there is pretty much nothing in the book that gives unlimited healing - the closest item I can think of immediately is Ring of Regeneration. There are also Boots of the Earth but the do, at least, require you to stand still to slooowly heal. Neither of these add any buffing.
Based on that, I could easily see this proposed item being priced at least as high as a Ring of Regeneration. Sure, the item itself is powerless and it requires a second character to provide the hexes (unless the witch is wearing this item herself), so maybe that should reduce the price, but then, it heals faster than a Ring of Regeneration AND it allows other buffs as well, so that should offset the disadvantage of needing someone to cast the hexes.
No way I'd let this go for just a few thousand GP.
| Lord Phrofet |
Claxon: Yeah I understand I was just hoping to preserve some action economy so that the tactic of hex vulnerability + buff/heal hex in combat would be more viable. For out of combat healing/buffing the wand is more then sufficient. I figured toss the permanent item on the fighter( & maybe the eidolon as well) to make it easier for the witch to assist them.
| Dave Justus |
Your first hurdle is that many GMs won't let Hex Vulnerability work on beneficial hexes, but if you get past that, then it is possible.
Your formula above is wrong, since hex vulnerability is measured in rounds, the prices would be 4 times what you have listed. So 8,000 or 16,000.
Since this is 'out of combat' rounds as well as in combat rounds and there are a whole lot more of 'out of combat' rounds in a day, I would personally probably bump up the price by 50%, but then I think I would be ok with those prices.
Since this is a continuous item, I would require it to be worn by the recipient of hex vulnerability and they could designate one source (character) that they would be vulnerable to and it would take 24 hours to 'attune' so a party couldn't just but one and share.
| DM_Blake |
Not remotely allowed is how I would price it.
My advice would be to stock up on Wands of Hex Vulnerability. Only 750 gp for 50 charges. People do it all the time for CLW. This is arguably better since with the Healing Hex you can heal much more, and it lasts for rounds per caster level.
I'm not sure 750gp is the ideal price for those wands, unless you want just a single round of Hex Vulnerability. Which could be useful for getting two rounds of healing from a single use of a Hex. But if you want the spell to last for a whole combat, those wands need a higher CL than 1.
| Claxon |
That's true Blake. Since he's going to be crafting, he could craft one at caster level 10 for 3750. Not cheap exactly, but would be pretty powerful.
That would allow you to heal someone for 10 rounds straight doing 2d8+10 (because healing hex acts as cure moderate at that level). That's 190 points of healing (on average) from 1 use of the wand. A wand of CLW only contains 275 points of healing (on average) by using all 50 charges.
And as to the point of action economy, that's exactly why I would force you to use the wand over a continuous use item. It's simply too good as a continuous item.
| mplindustries |
How much would an item with continuous Hex Vulnerability cost? I think you meant to ask "how much would an item of infinite healing cost?" I would say, roughly, infinite gold. Oh, wait, it only works if you have a witch or Shaman in the party, so, ok, it's really more like half of infinite gold. <_<
| MightyK |
I agree, the most important part is "The targeted creature becomes susceptible to a repeat use of your hexes."
This is not a spell that is meant to be put in an item. Maybe you could craft an item that allows for x/day uses of the spell, but a permament effect doesn't make sense.
An Item for witches, that allows to cast hex vulnarability at will, that would make sense and the price can be calculated.
Command Word:
Spell level (1) x caster level (1?) x 1,800 gp
5/day = /1
10/day = /0.5
only usable by witches -30%
slotless = *2
So, a slotless 5/day Hex Vulnerability items, usable by the witch herself would cost ... 1*1800*1*2= 3,600 -30% = 2,400 per CL!
Now you can decide how long the effect should last. 1 round, 5 times per day? 2,4000 gp
3 rounds, 5 times per day? 7,200 gp
So, yeah, maybe just get a wand...
Shar Tahl
|
That spell caused a big overpowering loophole for positive hexes. I am sure the writer of the hex had the debuffs in mind when they wrote it. I would not allow that or the wand version. The wand version is essentially full heal per charge no matter what the max hit points are. It becomes stronger and stronger as you level, while the cost becomes more trivial. Health would stop being a limited resource as long as each combat was managed individually.
| Just a Guess |
Claxon wrote:I'm not sure 750gp is the ideal price for those wands, unless you want just a single round of Hex Vulnerability. Which could be useful for getting two rounds of healing from a single use of a Hex. But if you want the spell to last for a whole combat, those wands need a higher CL than 1.Not remotely allowed is how I would price it.
My advice would be to stock up on Wands of Hex Vulnerability. Only 750 gp for 50 charges. People do it all the time for CLW. This is arguably better since with the Healing Hex you can heal much more, and it lasts for rounds per caster level.
As I understand it the CL1 wand would not work at all because you use it and before your next turn starts the spell ands.
And on top of that I understood the spell in a way that you can use the hex multiple times during the spell's duration but that is not in addition to the normal use. So you would need CL3 to use the hex twice and then that's it for the day.@OP: If I would allow it then it would be a cursed item preventing you to undo it. It would have to occupy a slot and it wouldn't be cheap. About half the price of a ring of regeneration.