I request that the group spend 750gp on a wand of lesser vigour.
P.S.
I decided to review the magic weapon creation rules.
Special Materials: Can override other rules.
Masterwork: Adds one to
attack rolls but not to damage. Has a default cost of 300gp for each weapon. double weapons cost 600gp each and ammunition costs 6gp each, or 300 gp for 50. All SRD special materials except for alchemical silver and cold iron are considered to be masterwork, if this means that they also gain the benefits of being masterwork in addition to special material benefits is up to the DM...
Enhancement bonus: Adds +1 to attack rolls, +1 to damage rolls(which is
multiplied on a
critical hit), +2 to item hardness, and +10 to item hit points.
Magic:
Requirements: Must be masterwork(many special materials are considered masterwork, presumably for this purpose). Must include an enhancement bonus of at least 1. Judging by the random generation rules this would only be provided by magical enhancement bonuses from enchanment, although you might be able to get it out of adamantine from a generous DM...
Costs: Special abilities are costed according to the equivalent enhancement bonus. The equivalent enhancement bonuses from special abilities and the actual enhancement bonus are added together. Weapons are not allowed a combined equivalent enhancement bonus in excess of +10 under normal circumstances. Multiply the combined equivalent enhancement bonus by itself, then 2000, to derive the cost of the magical enchantment. Fifty units of ammunition typically cost the same as a single weapon, though in this campaign it will purchase only 30 units, though they will not suffer from the normal 50% chance to break. Considering how much cheaper it is to get a +1 shocking flaming(18000) bow and 30 +1 holy arrows(18000) than it is to get a single +1 shocking flaming holy bow(50000), this is a pretty good deal...