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<blockquote data-quote="Mistwell" data-source="post: 2710975" data-attributes="member: 2525"><p>It's not "as if you cast the spell yourself" in all ways. "It is just as <strong>effective</strong> as a spell cast by the runesmith himself." The rune is "(cast) by any character.", according to the ability, so the personal spell is cast on the person using the rune as normal for casting a spell. But to calculate effects of the spell dependant on level, you use the level of the person who made the rune. Otherwise, it wouldn't work at all for a non-caster.</p><p></p><p>Yes, the spellcraft DC is tough. It can be done. Particularly since it only has to hold for a few rounds, it's not all that hard to crank your Spellcraft DC up. Here are some ways.</p><p></p><p>Taking 10 is allowed, particularly since you are far from distracted at the beginning of the day when buffing your party members.</p><p></p><p>Intelligence is the ability linked to spellcraft, so that will likely be a +6.</p><p></p><p>Skill Focus Feat = +3 (not necessary though).</p><p></p><p>Masterwork Spellcraft Tool/Kit: +2 competence bonus to spellcraft (falls under the general Masterwork Tool description in PhB). I would probably borrow some of the description from the old Scrying kit, as that skill no longer exists and some of the description would be relevant to spellcraft. Assume it involves focusing crystals, prisms, a sub-school color chart used specifically with the crystals/prisms, etc...</p><p></p><p>Lenses of Spellfcraft: +5 enhancement bonus to spellcraft checks (created under the general magic item rules in DMG). Cost 2500gp I think for a +5 bonus to a skill check.</p><p></p><p>Guidance Spell (cleric 0 level spell, PhB): +1 competence bonus.</p><p></p><p>Heroism Spell (Wiz 3 spell, PhB): +2 morale bonus to skill checks.</p><p></p><p>Greater Heroism Spell (Wiz 6, PhB): +4 morale bonus to skill checks.</p><p></p><p>Prayer Spell (cleric 3rd level spell, PhB): +1 luck bonus to skill checks.</p><p></p><p>Ray of Hope (cleric 1st level spell, Book of Exalted Deeds): +2 morale bonus to skill checks.</p><p></p><p>Inspire Confidence (Bardic Music, PhB): +2 competence bonus to skill checks.</p><p></p><p>Mechanus Mind spell (Wiz 2, Planar Handbook): +2 unnamed bonus to all int based skills.</p><p></p><p>Aid Another can help. Familiars share skill ranks with their master, so the Wizard's Familiar would have 10 ranks of Spellcraft modified by its intelligence (assuming 7th level.)</p><p></p><p>Halruaan Adept feat (FR: Shining South, MUST be human): grants +3 bonus to spellcraft checks (and is required for the Halruaan Eldar PRC, which goes well with the Incantatrix PRC if you go that route).</p><p></p><p>Focused Mind feat (Races of the Wild, requires you to be an elf) grants a +2 bonus to skill checks.</p><p></p><p>The Apprentice (spellcaster) feat (DMGII): +2 bonus on Spellcraft checks (and gives you the skill points to pay for it too apparently, though I do not have that book and cannot check it).</p></blockquote><p></p>
[QUOTE="Mistwell, post: 2710975, member: 2525"] It's not "as if you cast the spell yourself" in all ways. "It is just as [b]effective[/b] as a spell cast by the runesmith himself." The rune is "(cast) by any character.", according to the ability, so the personal spell is cast on the person using the rune as normal for casting a spell. But to calculate effects of the spell dependant on level, you use the level of the person who made the rune. Otherwise, it wouldn't work at all for a non-caster. Yes, the spellcraft DC is tough. It can be done. Particularly since it only has to hold for a few rounds, it's not all that hard to crank your Spellcraft DC up. Here are some ways. Taking 10 is allowed, particularly since you are far from distracted at the beginning of the day when buffing your party members. Intelligence is the ability linked to spellcraft, so that will likely be a +6. Skill Focus Feat = +3 (not necessary though). Masterwork Spellcraft Tool/Kit: +2 competence bonus to spellcraft (falls under the general Masterwork Tool description in PhB). I would probably borrow some of the description from the old Scrying kit, as that skill no longer exists and some of the description would be relevant to spellcraft. Assume it involves focusing crystals, prisms, a sub-school color chart used specifically with the crystals/prisms, etc... Lenses of Spellfcraft: +5 enhancement bonus to spellcraft checks (created under the general magic item rules in DMG). Cost 2500gp I think for a +5 bonus to a skill check. Guidance Spell (cleric 0 level spell, PhB): +1 competence bonus. Heroism Spell (Wiz 3 spell, PhB): +2 morale bonus to skill checks. Greater Heroism Spell (Wiz 6, PhB): +4 morale bonus to skill checks. Prayer Spell (cleric 3rd level spell, PhB): +1 luck bonus to skill checks. Ray of Hope (cleric 1st level spell, Book of Exalted Deeds): +2 morale bonus to skill checks. Inspire Confidence (Bardic Music, PhB): +2 competence bonus to skill checks. Mechanus Mind spell (Wiz 2, Planar Handbook): +2 unnamed bonus to all int based skills. Aid Another can help. Familiars share skill ranks with their master, so the Wizard's Familiar would have 10 ranks of Spellcraft modified by its intelligence (assuming 7th level.) Halruaan Adept feat (FR: Shining South, MUST be human): grants +3 bonus to spellcraft checks (and is required for the Halruaan Eldar PRC, which goes well with the Incantatrix PRC if you go that route). Focused Mind feat (Races of the Wild, requires you to be an elf) grants a +2 bonus to skill checks. The Apprentice (spellcaster) feat (DMGII): +2 bonus on Spellcraft checks (and gives you the skill points to pay for it too apparently, though I do not have that book and cannot check it). [/QUOTE]
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