Constant Healing ring? [Archive] - Wizards Community

Post/Author/DateTimePost
IronBark

12-14-03, 03:42 PM
Okay, I'm a level 2 druid, and taking advice from some of my other druid friends, I am going to take Craft Wonderous Items at third level.

I want to make a sort of ring of regeration, basically a ring imbuned with a constant Cure Minor Wounds spell.
Is this how it works?

Spell level (Osiron) x Caster level x Continuous = Base$$

0.5 x 3 x 2000 = 3000 GP

Right?

So it says I will have to pay half that price in gp for the materials, which is 1500 GP, plus 1/25th the cost in XP which is 120 XP.

So do I only need to sped 1500 gp and 120 XP to forge the ring?
or do I need to factor in the market price of the ring itself and the cost of materials?


Jaarek
Inigo Carmine

12-14-03, 04:05 PM
Cure minor wounds is an instantaneous spell. It cannot be made continuous.
TheAmethystDragon

12-14-03, 04:06 PM
You are correct in your calculations. However, an item that constantly heals you 1 hit point per round for only a 3000 gp market value is completely unbalanced. After all, a ring of regeneration only heals 1 hit point per level per hour and costs 90000 gp (3rd edition DMG).

If I were your DM, I would allow the ring to be a spell trigger item with 50 charges (kind of a wand in ring form, which would require the Craft Wand feat), or I would allow another item that casts the spell once per hour on command. I would not allow an item that constantly casts that spell on the wearer.

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Seeker95

12-14-03, 04:32 PM
This topic has been discussed to death (and still keeps getting regenerated).

Final answer: A continuous healing magic item is an artifact.
IronBark

12-14-03, 06:16 PM
What would you suggest for a cheap healing ring at that level?
Drachasor

12-14-03, 06:29 PM
Umm...don't you need "Forge Ring" to make magical rings?

-Drachasor
DDRGasm

12-14-03, 06:38 PM
Iron Bark -

In short, you can only make items that are already created in the Dungeon Master's Guide. The "Craft Wonderous Item" feat only lets you create the Wonderous Items printed in the book, for example. A DM can choose to allow other items printed in other books, or ones they deem appropriate, for you to create.

Except for Wands, Potions, and Scrolls, which have mechanics for creating them for any spell type, you CANNOT custom-make your own items. That price table in the Dungeon Master's Guide is in the DMG for a reason - it is NOT for players to use as a shopping list for making their own items. It is very possible to use those rules to make way-too-powerful magic items, and they're only a guideline for DMs who want to dabble in creating their own.

Now, imagine if you did have a ring that healed 1 HP per round, forever. What would this mean for you and your party? If you get attacked, and you survive, you'll just switch the ring around until everyone is at full Hit Points. Isn't that something way too powerful for a group of low level members to have, if it can be used an infinite times per day? That's too powerful for ALL mortals, not just low level mortals.

If you really want to make a fair, balanced healing item, do as someone else suggested, and take "Craft Wand" instead, and make a "Wand of Cure Light Wounds." That'll give you 50 charges, which should be enough for several days of healing. Your party members may even help pay for you to make it (or pay for all of it) since it'll help them as much as it helps you.
IronBark

12-14-03, 06:44 PM
Yeah, lol that does seem a little too powerful. Thanks for bringing my sights back down to earth level :D
Loren Pechtel

12-14-03, 06:57 PM
Originally posted by Seeker95
This topic has been discussed to death (and still keeps getting regenerated).

Final answer: A continuous healing magic item is an artifact.

No, it's merely epic. There's one in the epic level handbook. A couple more zeroes on the price tag and it's not as good as CLW 1/round.
Nagol

12-14-03, 09:13 PM
I would recommend a item that duplicates Cure Light Wounds usable 5 times a day.

The main problem people have with cures at will is hit points are one of the few resources that tactics and strategy can seriously affect int the game.

The guidelines certainly suggest at-will instantaneous effects are possible, but the consensus is the guideline price is too cheap for those items that have substantial combat effect (attacks, healing, and other "fire and forget" effects) (I may be stretching the term "consensus" beyond recognition -- public message boards are no place for consensus).

You can create any item in the DMG or other supplement the DM is using freely. If you wish to create your own item, like the CLW item above, you need to research the recipe first. Check with the DM about appropriate reseach time and cost.
BlaineTog

12-14-03, 10:08 PM
Hmm...

Amulet of Munchininity
You can use this to cast Cure Minor Wounds at will if you are a <insert Class, Skill, and Alighnment here>.
CL: 3rd, Cure Minor Wounds, 397 gp, 900 w/o restrictions.
Luminous Crayon

12-14-03, 11:43 PM
Originally posted by DDRGasm
In short, you can only make items that are already created in the Dungeon Master's Guide. The "Craft Wonderous Item" feat only lets you create the Wonderous Items printed in the book, for example. .... Except for Wands, Potions, and Scrolls, which have mechanics for creating them for any spell type, you CANNOT custom-make your own items. That price table in the Dungeon Master's Guide is in the DMG for a reason - it is NOT for players to use as a shopping list for making their own items. It is very possible to use those rules to make way-too-powerful magic items, and they're only a guideline for DMs who want to dabble in creating their own.

I must respectfully disagree.

1.) You missed staves, which like potions, wands, and scrolls, have definite mechanics for creation. Custom staves shouldn't be a problem.

2.) Custom wondrous items shouldn't be a problem either, for a careful DM. Note that the pricing table is labled "guidelines" for a reason; it is always the DM's prerogative to raise or lower prices based on actual usefulness (or lack thereof), or to disallow a disruptive item completely. It's really not a lot of work, nor is it difficult.

3.) The table in question is in the DMG, but then, so are the premade magic items. By your "it's in the DMG for a reason" logic, players shouldn't be able to make any type of magic item, as even the preconstructed ones are in the DMG, and by extention, Not For Player Access.
Aranael

12-15-03, 12:03 AM
Note too that, in essence, a DM is GOD when it comes to Magic Item creation. They are entitled to set Whatever price they want, the formulas be damned, or even go so far as to have double standards- allowing an evil cleric to have a ring that automatically casts "Heal" as per the Cleric spell Every Round, as a free action (Quickened, will activated item), with only the "normal" costs (read- strict by the table, probably With massive restrictions not only to lower the cost to ridiculously low levels, but also to prevent You from ever getting it), whilst ruling that you are Unable yourself to even create a ring that casts "Cure Light Wounds" as a standard action upon command, for Any price (or that, if you do, it costs an amount equal to the Most Expensive means of replicating the Effect, the Most Inefficient Way possible- read "Ridiculously Epic Level Cost").

What is the moral of this story? Do not bother asking the Boards what magic items you can or cannot make. It is not up to us- it is ALL your DM. What sort of Effects are useful is another matter. In that regard, even a ring of Cure Light wounds usable 1 day only for goodly aligned people will eventually pay its way off, Everything healing is nice to have. Scrolls work too, and really, there is no inherant benefit to using a wand as compared to a rock that does the same thing. So, I do with Wonderous Item Creation.

Not only does it allow the most versatility, and even cover By Far the most magic item slots on a person (shirt, pants, robe, cloak, bracers, gauntlets, boots, belt, necklace, helm, goggles, all are stackable, And wonderous items), but there is no reason other than your DM not allowing it for you to not be able to make charged wonderous items, such as a "Bandage of Wound Closure", which casts Cure Light wounds upon being applied to a wound, usable 10-50 times before it expires, or the more combat ready "Finger Cap of Grooviness", which contains charges of Cure Light wounds which go off when you tap someone with the finger that has it on, while speaking the command word.
Drachasor

12-15-03, 12:24 AM
Page 246 of the 3.0 DMG has some guidelines for crafting wonderous magical items...and it tells you what to look at for guidelines on making new ones. It seems clear you can do so.

Again, I checked and you can't make magical rings without Forge Ring...you could make a magical amulet, boots, or some such with Create Wonderous Magical Item though.

-Drachasor
BlackSmith

12-15-03, 08:35 AM
wasn't this calculated 8-9months ago?

continous CLW is in power third of that epic regeneration ring thus its price should be also around third of it.
what the price was? 600kgp?(i got my epicbook on a loan (or out of loan? loaned? something like that...))
tarkin

12-15-03, 01:05 PM
Basic rule:

Realize that the Magic Item creation Guidelines (They are NOT "rules") say you use the spell level times caster level is the method of last resort. You use it only if no other method exists.

Comparison to existing magic items over-rides it.