Broken Crafting? [Archive] - Wizards Community

Post/Author/DateTimePost
dawn_warden

07-24-05, 03:43 PM
So, I've been playing a warforged artificer, and was glancing over various sorcerer/wizard spells to craft as a magic item. Lo and behold, Repair Light Damage is a 1st level spell, in addition to a first level infusion ("Repair Light Damage" effectively heals 1d8+1 hp to a construct).

Now, crafting that as a magic item (activated on command word, probably as an amulet), would only cost somewhere in the region of 2,000g. Doesn't that seem like a bit much? I mean, the ability to heal yourself that often, at that
sort of a price... Thoughts anyone?

<.< And not to sound like a complete idiot, but, could someone please explain where the heck to find the forum 'search' function? :confused:
Streamweaver

07-24-05, 03:49 PM
I don't understand, what's the difference between that an crafting a magic item of Cure Light Wounds that does the same thing?

I don't actually allow Cure Lights on user per day items in my game in general. I keep that the domain of Jorasco and Dragonmarked use items per day. Generally DnD sees Healing on charged items (wands) or below (scroll, potions). I keep that same limitation on Repair spell items in my own world.

Granted the metagame control item on this is dependent on the DM Veto power, but get comfortable with that and I don't see a problem.
dawn_warden

07-24-05, 03:50 PM
*blinks* ... and I'd forgotten all about the Cure series of spells. lol. That makes perfect sense though, thanks! :D