circlet of spellcrafting +10

Yes, Rod of Epic Spellcaster gives an insight bonus. But by the RAW it is more or less the only item that gives a bonus to spellcraft. Nothing else does. Since there are no stacking issues, it hardly matters what the bonus type is.

Also let me point out the very limited circumstances where the RES is useful: it can only be used to cast epic spells. It is useless to a pre-epic Incantatrix, even if she were to get her non-epic paws on them.
 

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no spellcraft isn't more powerful than other skills, Ever saw Epic spellcasting?? that Vengeance Gaze of Gods requiring a spellcraft check of +400 ...

compare to the 100 or 120 swim required to swim up a Waterfall...
Every skill gets powered in epic levels.

Does the RAW (items/spells) contain bonuses to every skills and Every usage?
Could you direct me to a RAW item/spell specifying that it grant any bonuses to Craft (Siege Weapons/Engines)
 

Some skills are 'definately' more powerful than others (+100 to jump isnt really a big deal, neat trick really, +100 to diplomacy means you can convert anyone from sworn, bloodthirsty enemy into a subject with undieing loyalty with a single action, definately a difference ;) )

I'd say that epic item suffers from what several epic items suffer from: They just arent that impressive but the price tag doesnt reflect it.

To me the biggest benefit of the epic item is the insight type, which means it stacks with competance and circumstance bonuses. Which is why it was given its pricetag. If it was competance instead it would be 10k. Still, it has a pretty major restriction, I wonder how much of a price reduction it got for that.

I think each dm should think about how each skill effects their game to figure out whether to allow, and at what price, each stat bonus item.

From my own perspective, I dont mind a ring of jumping being a lowly 2k gp, even though it gives a +30 to jump. But if someone wanted a +30 to diplomacy item we are talking hundreds of thousands of gp. I have my own ranking system that I tweak now and then, it has worked well enough so far.
 

Would you let her? Maybe toughen up the pre-reqs? Is there some sort of Faerunian item like this already?

I don't think you actually need pre-req's for items that give a bonus to skills. Except of course the feat.
Just look at the Elven Cloak and Boots. They gave a +10 bonus to skills and they only cost 2,000gp. Why should Spellcraft be any different? The formula for calculating the cost of a skill bonus enchantment in 3.0 is bonus sq. X 20gp. In 3.5 it is bonus sq. X 100gp. So, that's 2,000gp or 10,000gp. 2,000gp may or may not seem too cheap, but 10,000gp is definitely way too expensive.

The epic item shouldn't even be discussed since that's nowhere near a similar item. You're not doing anything with epic spells and epic spells and magic items have their own set of rules.

However, it seems like what you're wanting to do is just cheese through the rolls necessary to do your class powers. At 16th level, you should have Spellcraft at +19. Your Int is probably at least 20, or should be, so that should give you at least another +5. So, barring any other modifiers to Spellcraft, your checks are at least D20+24. You're wanting to make an item to pretty much give you automatic, or darn close to it, success any time you use an Incant. power. And since that use of Spellcraft is unique to that class afaik I would rule that a simple Spellcraft boosting item like that wouldn't work or not that well. I'd limit your bonus for an item doing that to maybe +5, but still cost as much as if it were a +10 bonus.

You should have to work to do those things as an Incant. and there should be a chance of failure, instead of getting an item that would let you coast through almost every roll and a +34 (+24 from above and +10 you are wanting) bonus to your checks would let you coast through almost any use of Incant. powers requiring a roll.

so if i make a +6 Sword with giving a +2 bonus to strenght.. the item is epic, (the +6 makes sure of that)
Do you mean +6 bonus to hit/damage? Or just total +6 enhancement bonus? It's only epic if the attack/damage bonus is +6. And it would be more cost effective to just have a +5 attack/damage bonus. Knocking the cost up by over half a million gp just for one more point to attack/damage is ludicrous. Adding +2 Strength would be the same as adding the cost to any non-slot item. That would cost 8,000gp: 4,000gp for +2 ability bonus, X2 for non-slot item (and weapons and armor are non-slot items).
 

Magic of Faerun has a few items that are +10 to crafting. Unfortunately, that's 3.0, but they were standard (read: cheap) 3.0 prices for skill enhancements.

Best chance would be checking Complete Adventurer.

As for Incantrix making the item more powerful, well yes it does, but I'm uncomfortable with the idea that an item is more expensive for anyone in the world to make just because of this one class.

Rkhet, the may not be many (any?) items in the RAW that add to spellcraft, but I can't help but think that with those DC's the Epic rules are assuming that PC's will craft or commission such items. Otherwise how is anyone going to make DC 400?

As an aside, I'm not even sure why we're talking about epic rules. The example given is for a 16th level Wizard. Wonky Epic rules may not even enter into consideration in that campaign.
 

You make DC 400 by rituals and backlash, obviously. I mean, even if you could make a true DC 400 epic spell, it's gonna cost 144,000 exp and 3.6 million gp. Would you want to?

The epic spells listed in the book are unworkable. You'll want to make your own. And a +10 to spellcraft lets you, for example, have +5 to armor class or a single stat for a whole day.
 
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It's true what you say about pre-epic levels, though. If there is no epic spellcasting, spellcraft should be a lot cheaper. But 16 is quite close to epic levels...
 

I like what Hawken posted above. Just rule that the standard skill enhancer doesn't work as well for that specialized purpose. As a house rule, allowing the +10 item for all checks, but only +5 for the Incantrix abilities sounds good.

BTW, I would hope that a 16th level incantrix at that point would have 19 ranks, +7 Int, +2 Synergy from Arcana, +3 Skill focus Spellcraft for a +31. The highest DC she would deal with is probably 45 for a 9th level spell effect. upping that skill to a 36 makes it almost a 50/50 chance. Sounds pretty good IMO.

ANother BTW, I saw a previous thread that stated that the metacap was instituted for the 3.5 Incantrix. Anyone know where it states this? I just looked over the Incantrix and couldn't find it. If the cap doesn't exist then I would be even more in favor of limiting the skill bonus.
 

the 400 dc spell allready gives 200d6 in backslash damage.. anyway.. to reach that kindof dc.. u must be epic.. and really doesn't have anything to do with the limits of the normalities...

Skills aren't that strong and the max of 30 before getting epic,isn't really imbalanced in anyway.. 40 wouldn't be either, neither would a max of 10 be underpowered.
And i agree that lowering a specific skill just because of a single class is somewhat just not right
 


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