Wednesday, October 31, 2007

Tuesday, October 30, 2007

Blackfire Amulet - Minor Wondrous Item

Blackfire Amulet: This steel collar has a coin sized medallion of rare, red flecked obsidian at the front of it. The stone is inscribe with a Necromantic rebuke.

A blackfire amulet must be worn by an undead creature to work. Once per day, when the amulet's command word is spoken, the undead creature wearing the amulet is affected as if by a desecration spell. The wearer of the amulet gains a +1 profane bonus on attack rolls, damage rolls, and saving throws, +1 hit points per die, and +3 turn resistance. The command word for a blackfire amulet may be spoken by someone not wearing the amulet, for instance, the undead’s creator instead of the undead itself. Such a command activates every such amulet within 60 ft. of whomever speaks the command word.

If the undead wearing a blackfire amulet is successfully turned, the amulet will shatter.

Weak necromancy; Caster level: 3rd; Craft wondrous item, desecrate or ability to channel negative energy; Cost 1, 350 gp

Math: 2*3*1,800=10,800 for command use item
/5 for once per day = 2,160

-50% for limited spell ability (desecration usually effects multiple undead)
-10% for fragility (shatters if undead wearing it is turned)

Friday, October 26, 2007

Cloak of Fading - Medium Wondrous Item

Cloak of Fading: This charcoal grey cloak has a curious translucent quality, such that, when picked up, you can almost see your hand through the fabric. It is thought to be a fabrication of the Dark Brothers, who make it out of spun shadow, but examples of them have been found in ancient Gwear duns.

When worn, the cloak and wearer become subtly unreal, so that physical matter doesn’t always effect them, rolling off or through the wearer if the affect caught the edge of them. The wearer seems to glow faintly when standing in the light, as the light it is refracted by the cloak and his skin, and seems to be absorbed into darkness as it fills in their substance.

A cloak of fading grants a +2 circumstance bonus to Move Silently checks, a +8 circumstance bonus to Hide checks, and a +1 spatial bonus to reflex saves.

Weak illusion; CL 7th; Craft Wondrous Item, shadow conjuration; Price 7,100 gp.

NPC Gear
: 10th
Treasure Value: 11th


2*2*100= 400 * 1.5 for multiple similar = 600
8*8*100 = 6,400
1*1*300 (patial save bonus) = 300 * 1.5 for multiple similar = 450

less 350 if you favor the Magic Item Compendium's tendancy not to multiply multiple similar abilities

Thursday, October 25, 2007

Prism of Zendl - Medium Wondrous Item

Prism of Zendl: This transparent glass polyhedron is about the size of a medium humanoid's fist. Light passing through it tends to blend into white, and to magnify, so that when in the open it glows with pure white bubbles of light.

Once per day, a Prism of Zendle can change a casting of cure light wounds into mass cure light wounds. The caster needs to hold the prism in one hand while casting the cure light wounds spell.

If the caster is less than 9th level, the mass cure light wounds effect take affect as if the caster were 9th level.

If a prism of zendle is used during the creation of potions, it can cut the time to make a potion in half, even allowing a single caster to brew up 2,000 gp of potions in a day, to a maximum of two potions in one day. The usual amount of gold and xp must be expended in the creation of the potions. Light passing through a prism of zendle allows the organic materials in potions to bind quicker.

Moderate conjuration; CL 9th; Craft Wondrous Item, Mass Cure Light Wounds; Cost 13,700 gp

NPC Gear: 12th
Treasure Value: 13th


5*9*1800 (cure light wounds as command word item)/5 for once per day =16,200

minus resource used: cost of casting a cure light wounds at max caster level: (1*5)*10=50 gp, *50 for unlimited use =2,500

Total = 13,700

The potion thing is a freebe. It has no associated cost, except time, which is controlled by the GM anyway.

Monday, October 22, 2007

Slimy Deceiver - Medium Wondrous Item

Slimy Deceiver: In a jar made of cut crystal that is sealed with a stopper of iron and filled with amber fluid, floats a clot of tissue that undulates and pulses. The Slimy Deceiver is a partially living alchemical construct that has the power to mimic a wide variety of life forms.

Brewed by the lizard cult of the slime god, Slimy Deceivers earned their name for their doppleganger-like effects.

The owner of a slimy deceiver can place their hand upon the deceiver's crystal container and speak the name of a humanoid. If they are within 30 feet of a animal, magical beast, aberration, fey, dragon, or giant of 6 HD or less, they can speak the name of the creature's species.

In either case, the slimy deceiver will begin to transform. As a full round action, it will burst out of its glass casing and take the shape of the humanoid or creature mentioned, as if a simulacrum had been created. The slimy deceiver will have six hit dice maximum.

Slimy deceivers are sometimes used as guardians or combat nuisances, but are more often used to infiltrate communities and spy for the person who activated them. If discovered and destroyed, they dissolve into a semi-liquid mass that then acts as an gray ooze, attacking anything around it without discretion.

Slimy deceivers that are not part of an opponent's gear should have XP awarded as if they were a EL 6 encounter followed by an EL 4.

Moderate Transmutation; CL 11th; Craft Wondrous Item, Polymorph any object; Cost: 6,825 gp.

NPC Gear: 10th
Treasure Value: 11th

Note: You can turn any creature into a slimy deceiver by having its death spawn an ooze of some kind. This is a sort of encounter template. Slimy deceivers, RAW, would be expensive for an organization to use, but would make fun encounters, so you could shim the economics with a bit of plot: the slime god gifts them to his cult, a massive undead plant grows them like seeds, something like that.

Math (long):

This one was so tough to price. I thought it would be when I came up with the idea, but it seemed like such a flavorful magic item I did my best to puzzle it out.

I tried a couple of different options. Using the same guidelines for summoned monsters that I did to create the goblet of bile, I figured that a magic item that summons a 6 HD character (which would be the most powerful simulacrum the deceiver could imitate) and a grey ooze (EL6 + EL 4 = EL7) would be worth about as much as an object that summoned a black pudding (EL 7).

So, a summon monster 7 item.

Being that they were summoned consecutively, and not concurrently, and so would be dealt with as individual threats that cannot aid each other, I thought that meant they should be priced slightly less, so I gave it an ad hoc adjustment of -25%, reasoning that in a standard encounter, consecutive creatures would probably be about half as difficult, or 50% less of a challenge. Reducing the cost by 50% would make this item far to0 cheap (placing a 7th level spell in reach of a 8th level NPC, or a lower level PC). So -25%.

Note that if I cost this item as if it were a simulacrum spell followed by a summon monster spell, the value is something like 20,000 gp, mostly due to the costly gp and Xp components of the simulacrum spell, twice the value of am item that creates a single use summon monster effect that would summon a EL 7 creature. This puts it in reach of an 11th level PC, at which point the component parts of the slimy deceiver would be mostly a nuisance to PCs.

Although it could be said that the semi-permanent nature of a slimy deceiver should increase its value (and I assume that's why simulacrum has such costly components), character gold is largely a measure of combat power. The components of a deceiver make for interesting flavor or tactical elements in an encounter, but add little to the raw combat ability of their user at the levels they come into play. Further, they aren't meant to hang around. Like animated undead, they will be destroyed eventually. Increasing the cost would make them undesirable to a PC or GM.

Sunday, October 21, 2007

Periapt of the Subtle Fist: When held in the fist, this periapt allows the holder to make an unarmed attacks for one minute. Each use drains one charge from the Periapt. The attack does not gain a plus to hit or damage, but allows the user to circumvent damage reduction or attack creatures that he otherwise could not damage. Each such periapt has a maximum of 18 charges.

Moderate evocation; CL 9th; Craft Wondrous Item, Stunning Fist feat or ability or magic fang; Cost: 729 gp

NPC Gear: 2nd
Treaure Value: 3rd


A item with fifty charges is generally about a third of the cost of a regular spell effect magic item.

A +1 amulet of mighty fists is worth 6,000 gp. A third of that is 2,000 gp.

This item only has a maximum of 18 charges. So the value of it should be 720 gp, or about 40 gp per charge.

When I first created this magic item for temple of elemental evil campaign that I was running, I based it off an item in the Fighter splatbook, but totally ad hoced the price at 6,300 gp.

Friday, October 19, 2007

Jittering Weapon - Weapon Quality

Jittering Weapon: A weapon with the jittering quality has a pommel designed like sturdy metal cage, in which is imprisoned a tiny fire elemental or will o wisp. The small dancing creature can be easily covered over with a hand or wrapping, but if removed, will destroy the ability of the weapon to jittery.

Once per day as a swift action, a jittering weapon can be released to attack on it's own for one round. The weapon will make one attack during that round round. The next round it will return to the character who released it, if they are still within 5 feet of its current position. A jittering weapon attacks using its wielder's base attack bonus, one handed strength bonus, and any feat modifiers for both its to hit and damage rolls. If it cannot return to its wielder's hand, then it drops to the ground.

Some jittering weapons will work up to 2 or 3 times per day. If a jittering weapon can be used more than once per day, it must be released and re-caught in between uses.

The jittering quality can be added to any mundane, masterwork, or magical weapon.

Weak transmutation; CL 11th; Craft Magic Arms and Armor, animate object; Cost +580 per jittering attack per day, up to three uses.

NPC Gear: Jittering falchion, once per day, 655 gp, 2nd
NPC Gear: Jittering falchion, once per day, 655 gp, 3rd


+4 weapon bonus = 32,000 gp
/5 for once per day = 6,400
-10% for command word = 5760
/10 for extreme truncation of effect (one round of combat, as opposed to being useful all the time. This is the opposite of the standard "unlimited useage *50 modifier," prorated because the weapon price was already reduced for number of days. You could also just divide the whole value of the weapon bonus by 50) = 576
rounded for convenience = 580 gp per extra attack up to five.

Monday, October 15, 2007

Chromaglass Blade - Weapon Bonus

Chromaglass Blade: The blade of this weapon looks like jagged glass, the facets of which are colored in deep jewel tones of emerald, sapphire, flame, blood, and amythyst. The bearer of the blade can order it to transmute as a move action. Once per day each, the chromaglass blade can become Admantine, or a Brilliant Energy, Frost, or Shocking weapon. Once per day, the bearer can also try to evoke a +2 enhancement bonus to any one ability score. There is a 66% chance that this will succeed. Each transformation, or the ability score bonus, lasts for 2 minutes.

Moderate transmutation; CL 9th; Craft Magic Arms and Armor, greater magic weapon, major creation; Price +2 bonus

NPC Gear: see below
Treasure Value: see below

Laughing Death: This +1 chromaglass short sword looks like the blade was chipped from a piece of multicolored glass.

Once per day each, the chromaglass blade can become Admantine, or a Brilliant Energy, Frost, or Shocking weapon. Once per day, the bearer can also try to evoke a +2 bonus to any one ability score. There is a 66% chance that this will succeed. Each transformation, or the ability score bonus, lasts for 2 minutes.

The soul of the blade is that of a lawful good lucent. Once per day, it will cast see invisibility on a lawful owner, as a 3rd level caster.

Laughing death has an intelligence of 12, a wisdom and charisma of 10, and an ego of 5.

Moderate transmutation; CL 7th; Craft Magic Arms and Armor, greater magic weapon, major creation; Price 21,710

NPC Gear: 14th
Treasure Value: 15th


I divided the base value of each bonus or quality by five, for one use per day:

+1 bonus: 2,000/5 = 400 (twice)
+4 bonus: 32,000/5 = 6,400
Adamantine: 3,000 gp/5 = 600

Added them: 7,400.

That's almost the value of a +2 bonus, so I decided to throw in the once per day ability score bonus = 2*2*1000=4000/5 = 800

8,200. A smidge over. Fudged around for the percentile chance for the ability score increase to work.

Laughting Death is how I used the chromaglass bonus in my game, and is a standard +3 short sword with with intelligence.

Friday, October 12, 2007

Arcane Strike Weapon - Weapon Quality

Arcane Strike: This weapon is usually crafted with a mithril blade or head which had been made partially transparent. It's pommel is usually bare and inscribed with an intricate magic circle where the wielders palm would usually rest. In battle, glowing runes appear and disappear within the transparent metal parts of the weapon.

A character that uses arcane spells can expend a first level spell slot as a swift action while holding an Arcane Strike weapon. After doing so, the weapon glows with a dim blue white light, and glowing runes shine steadily in the transparent parts of the weapon.

The weapon does +1d4 points of force damage when it strikes in combat. The force damage will affect incorporeal creatures as long as the wielder strikes an incorporeal creatures armor class, even if the weapon itself does not hit because it is not magical or because of the incorporeal creatures miss chance. The force glow lasts for one hour.

If the wielder expends a 0 level spell slot, an Arcane Strike weapon will do +1d2 points of force damage.

The Arcane Strike quality can be added to any masterwork or magical weapon.

If the character who expended the spell that fuels an Arcane Strike weapon loses contact with the weapon, the force damage will gutter and fade after three rounds.

Weak evocation; CL 3rd; Craft Magic Arms and Armor, Magic Missile, Magic Weapon; Cost +1,000 gp.

NPC Gear: Masterwork Arcane Strike Bastard Sword (1,335 gp), 4th
Treasure Value: Masterwork Arcane Strike Bastard Sword (1,335 gp), 5th

Math: I figured this was not as good as a standard +1 weapon bonus (which would be +1d6 damage), plus it required the use of another resource (a 1st level spell), and is really only useful to a duel classed character.

Like other weapon qualities, the cost is added to the weapon value because it does not truly scale: ie the force damage is independent of the swords normal damage when used against an incorporeal foe, unlike a ghost touch weapon, and it not always active because it is fueled by spellcasting ability.

You could play with the value of this ability:

Once per day = 1,000/5 or 200 gp. Masterwork Arcane Strike Bastard Sword (535 gp)

Greater Arcane strike = maximum spell level converted squared *1,000 gp added to weapon. Weapon gains +1d4 force damage per level of the spell expended to fuel it. Masterwork Greater Arcane Strike Bastard Sword, up to third level (9,335 gp).

Masterwork Greater Arcane Strike Bastard Sword, up to third level, once per day (2,135 gp)

Wednesday, October 10, 2007

Blessing of Thunder - Weapon Quality

Blessing of Thunder: The pommel of this steel weapon is made wrapped in scaly yellow shocker skin, and it's wrought iron head is crazed with engraved lightning.

Once per day, the wielder can invoke a shocking grasp effect, as if cast by a third level user. The effect originates from the weapon, and can be delivered with a touch or melee attack. A touch attack gains a +3 bonus to attacks vs. opponents made of, carrying, or wearing a lot of metal. A melee attack does not gain this bonus.

The blessing of thunder can be put on a normal or masterwork weapon in addition to a magical weapon. It can be added to a cold iron weapon without paying double the enchantment cost.

Weak evocation; CL 3rd; Craft Magic Arms and Armor, Shocking Grasp; Cost +1,200 gp per use (up to three times per day)

NPC Gear: Single Use Blessing of Thunder Greatclub (1,205 gp), 3rd
Treasure Value: Single Use Blessing of Thunder Greatclub (1,205 gp), 4th


1*3*2000 = 6,000/3 for once per day = 1,200

You can monkey with the math by making this a command word item: -10% or 1,080.

You can make it a once per day 3rd level magic missile, instead. In this case, I would not suggest allowing the item to circumvent the special costs for enchanting a cold iron weapon.

Tuesday, October 09, 2007

I own a piece of Dungeons and Dragons history! On the left, you see a 3.5 era Bullette, a huge metallic monstrosity. I used two of these in my game two weeks ago, as the pets of a lawful evil angel that kept my PCs tangled up for our full 3 hour session. Bulettes are fun. I had never used them before last Sunday, and I didn't know that they can jump and attack!

On the right is a little green lump of plastic that I've owned since before I started playing DND. Conservatively estimating, it is 30 years old. It came in a stiff plastic pouch of really wild, Johnny Socko/Ultraman looking plastic monsters that I got from the dime store. For those who don't understand the cultural reference, Johnny Socko and Ultraman were two live action, rubber costume giant monster TV shows that were on TV when I was a kid, way back in the 70's, that had really wild looking monsters. In fact, I'm pretty sure there was one Ultraman show that had a monster that looked almost exactly like a Bullette.

In the same packet, there was a monster that looked just like a rust monster. You'll have to take my word on that one, 'cause I don't have it anymore. But I owned those stupid little plastic monsters for years. I even carried them to New York with me, as part of the very small stash of toys I took into adult life, which included the bounty hunter action figures from star wars and a little plastic doll of Beuregard the Dog from the Pogocomic strip.

Which is fortunate, because it wasn't until well into my adult life that I realized: that Bullette and Rust Monster looked exactly like the pictures in the 1st edition monster manual, and they had no reason too! That Bulette in the picture, and the original rust monster, have no cultural referents that they're similar too. Just none. They're like the doodles that are born out of the skulls of bored seventh graders in health class: purely creative in form, entirely lacking in function.

But apparently they made good templates. A couple of years back, Mr. Gygax was answering questions on EN World. So I asked if it were possible that my little lumps of plastic were cousins to the ones he used. And yes, apparently, it was the case. As a pre-teen me was getting that little plastic bag of toys as Christmas present or travel toy, our dude Gary was buying them for the Dungeons of Castle Greyhawk!

As a weird little aside, just as I was getting ready to post this, I found an odd, off hand reference to these toys on this blog. The rest of the article, which is about varient owlbears, if pretty cool too.

Monday, October 08, 2007

Befuddling weapon - Weapon Bonus

Befuddling: This weapon is decorated very plainly, with geometric patterns engraved on the blade, and three stones of different colors set in it's pommel. In combat, the blade sometimes seems to twin and flash with light.

Each time this weapon hits an opponent, the creature becomes mildly befuddled. His vision blurs, and he sees doubles of creatures around himself. In game terms, each time a creature is struck by a befuddling weapon, they gain a cumulative -1 penalty to hit.

This mild curse lasts for one minute, at which point it begins to wear off.

Weak enchantment; CL 3rd; Cost: +1 bonus

NPC Gear: +1 befuddling longsword (8,315 gp), 11th
Treasure Value: +1 befuddling longsword (8,315 gp), 12th

Math: I figured this doesn't grant to hit or AC bonuses, but it effectively grants a scaling AC bonus. I totally ad hoced this at a +1 bonus, figuring the bonus is mild, and depends on the weapon's user's skill and the targets AC for efficacy.

All about qualities

It occurs to me that I never really explained what a weapon quality is. So here goes.

Weapons are so important to a skirmished base RPG like DND, because they are the main tools for at least have the core classes, and a secondary tool for most of the rest. Magic weapons definitely add an element of coolness to the game. A problem I have with the cosing magical weapons is that they aren't available until about 3rd level, which is when minor magic weapons, with a minimum base value of 2,300+ gp, will come into the game. More baroque magic items won't come in until several levels later.

So using some of the thinking that I've been doing on these pages, some work I've done in my game, and being inspired by the weapon crystals from WOTC's collected magic item book, I've come up with some cheap weapon "qualities". Qualities aren't bonuses, and don't scale like weapon bonuses. Like certain armor bonuses, they add a set gp amount to the value of a weapon. All qualities can be placed on a base weapon without a +1 bonus. Some of them change how other bonuses scale, or can be scaled up to a fuller bonus.

In general, you can pile as many qualities on a weapon as you want. Simply add the values of the qualities to the weapon. None of them can be used simultaneously, and none of them scale, because they are often "use per day" abilities that must be invoked as opposed to "always on" bonuses that continually affect the power of a weapon and the character who weilds it. The cost of adding stacking qualities on a weapon should not be increased as it would be for an item having multiple different abilities. However, being that qualities are use per day abilities, and their full value will probably be realized, the value of stacking them should not decrease, as it would for mulitple similar abilities. Just stack them.

Friday, October 05, 2007

Okay, so I decided to pick up the Book of Nine Swords last week. Which is easy, because I've been buying game books for the library I work at. I almost picked it up last week, but a gamer kid spotted it and asked me if he could take it out. Usually, the books go out for their full four week check out. That this one didn't check out for its full four weeks really kind of bolsters my initial impression of it.

I decided to pick up the Book of Nine swords because it was there, because people seem to be saying that this is what 4th edition fighters will look like, and because my PCs are time travelling. They're in the "future" of my campaign world, where such things as Sword Mage's are common.

I played a 20th level Sword Mage or some damn thing when I was at Gen Con in 2006. It was for a demo of the Colossal Red Dragon mini that Wizards was running. It looked cool, with powers that did 100 points of damage in a blow. But... I didn't get to use him for more than a couple of rounds. That dragon was a tough bastard.

Right now, I'm creating an NPC to use against my players. He'll be about 16th level, heading some lower level mooks.

So here's my initial impression: the Book of Nine Swords is fun, but complex. It offers a lot of options, and you should probably 1) try them all over time to see how they work and 2) combine them properly to get the best use out of them. They work sort of like spells, except that they renew every encounter, instead of every day.

This is good for fighters. If they move wizards in this direction, it will be good for wizards.

Here's my worry: If all fighters become this complex, it won't be good for the game.

First of all, more complex, while more fun because it gives more choices, make for more complex game prep. Really, as far as I can tell, one of the things the Book of Nine Swords does for the game is make prep more strenuous. Less than dedicated GMs, like me, won't be so hip to this unless the digital initiative tools are really cool.

I know I probably won't use it much during the remainder of my current 3.5 campaign.

Last, and worst, the fighter has always been the base class for new gamers. Want your girlfriend or work buddies to try out the game? Have them roll up a fighter. New player isn't hep to your homebrew? He'll roll up a human or dwarf fighter. Durable and simple: point him in the direction of the enemy and off he goes.

The 9 Swords classes are not simple. Where do new players come in? Sure, I'm oversimplifying. Some new players start with a first level wizard. How hard is it to fire off a magic missle (and then wait till the next day to use another one. ZZZZZZ). But if 9 swords is the new model for 4.0 classes across the board (and, I remind you, I don't know for sure that it is), Wizards needs to simplify it in order to make fighters easier for GMs and new players to run.

That is all. You may return to your previously scheduled activities.

Tuesday, October 02, 2007

Blog Update

I have been very single focused the last two weeks.

Last week, I finished up a big project IRL. This week, I am on vacation and working on what will by my third unpublished novel, evening out the narrative and creating a story bible so that the last 400 pages don't bog down in a lot of forgotten details.

Yes, I am a failed novelist (TM).

I interrupted my series on cheap weapons just to get a post up today. I think Alymanknam's Phials are kind of nifty magic items. I'm hoping to update through the next couple of months after I finish working on my manuscript, and will be posting extras to make up for a lack of posting last week and this.

Also, I sort of decided that I would finish out my two year run of 3.5 magic items, even though 4.0 will debut about two and a half months before I finish. I'm thinking that plenty of people will be playing 3.5 in the years to come.

I will also be posting about other gaming stuff on Rosy Rod from now on: encounters that I've run, thoughts about 4.0, notes on my next game, which is something weird that I've been jonesing to run for awhile, some articles. Really, I'm going to be potlatching all my 3.5 stuff that doesn't have anything I want to keep for my unpublished novels in it. Would anybody be interested in stat blocks from my current campaign? How about D20 Modern stuff?

Alymanknam's Phials - Medium Wondrous Items

Alymanknam’s Phial, Lesser: This small cut glass bottle has a hinged silver top emblazoned with a caudecus, holds about three ounces of liquid, and is usually empty.

When a potion of cure light wounds is poured into it, it will be changed into another healing potion. Roll a d20. If the result is odd, it becomes a potion of cure minor wounds. If the roll is even, it becomes a potion of cure moderate wounds. On a roll of 20, the potion of cure light wounds becomes a potion of cure serious wounds.

Moderate necromancy; CL 5th; Craft Wondrous Item, cure serious wounds; Cost 6,750

NPC Gear: 10th
Treasure Value: 11th

Alymanknam’s Phial, Greater: This small cut glass bottle has a hinged silver top emblazoned with a caudecus, holds about three ounces of liquid, and is usually empty.

When a potion of cure moderate wounds is poured into it, it will be changed into another healing potion. Roll a d20. If the result is odd, it becomes a potion of cure light wounds. If the roll is even, it becomes a potion of cure moderate wounds. On a roll of 20, the potion of cure moderate wounds becomes a potion of cure critical wounds.

Moderate necromancy; CL 7th; Craft Wondrous Item, cure critical wounds; Cost: 10,125

NPC Gear: 11th
Treasure Value: 12th


The value of the magic item is equal to the amount it decreases or increases the value of the potions placed in it.

It is essentially an unlimited device. Fifty is the defacto multiplier for “unlimited” in the magic item creation rules.

So I valued the item like this:

I took the difference between the values of potions:

For instance:

Cure moderate to cure light: -250
Cure moderate to cure serious: 450
Cure moderate to cure critical (“illegal” fourth level potion valued at approximately 4*7*100 gp or 2,800 gp): 2,500

I multiplied each by 50:

For instance:

Cure moderate to cure light: -12,550
Cure moderate to cure serious: 22,500
Cure moderate to cure critical: 125,000

I prorated each result by it’s likelihood of happening:

For instance:

Cure moderate to cure light: _____*.5 = -6,250
Cure moderate to cure serious: _____*.45 = 10,125*
Cure moderate to cure critical: _____*.05=6,250

Summed them