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circlet of spellcrafting +10
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<blockquote data-quote="vexare" data-source="post: 2342608" data-attributes="member: 31075"><p>According to the books, the final stage of creating a custom magic item using the price guidelines provided, is to get the dm's approval. Otherwise it would be trivially easy to cheese a character out. Every warrior on the planet would be running around with 100 different slotless items that each gave a +1 dodge bonus to ac, each of these items would only cost ~5k gp. Does that sound fair? -no, and thats where the dm steps in.</p><p> </p><p>The prices listed are loose guidelines. Mainly because not every skill is as useful as others, some spells are drastically more powerful/useful than others of its level, some abilities are infanitly more powerful to a certain char build, ect. No sane person can argue that a +10 to use rope item given to any class, is as powerful as a +10 to spellcraft item in the hands of an incantrix. Or a +hide/move silent item, while nice isn't game breaking in most cases, but given to a hide in plain sight, spring attacking rogue or assassin with good speed, or even worse a flyer, can be devistating.</p><p> </p><p>This applies to all levels of play, non epic and epic alike. At epic levels +spellcraft is amazing because simply put, epic spells are flat out godly. Sure, the premade ones suck, but customizing your own is flat out wrong in many cases. Assuming you allowed +spellcraft items, you could create a spell that would be 130ish spellcraft, but by increasing the casting time and other mitigating factors, could lower it to 100ish. This DC is makeable even at the lower epic levels. With this you could give yourself a +56ish to your primary casting stat....which means +28 to all of your save DC's, essentially turning your "save or die" spells into simply "die". Other options with the same spellcraft DC could be...+62ac, dispell 4 targets at caster lvl 1d20 + 91, rebound the next 30 melee attacks back at the attacker, bestow 17d12 negative levels (average 110.5)....as well as plenty of other equally absurd spells. I would kill to be able to cast any of these spells for a mere 1.5million gp. (900k to research, 650k for rod of excellent magic to negate the xp cost.) This is easily done by level 25.</p></blockquote><p></p>
[QUOTE="vexare, post: 2342608, member: 31075"] According to the books, the final stage of creating a custom magic item using the price guidelines provided, is to get the dm's approval. Otherwise it would be trivially easy to cheese a character out. Every warrior on the planet would be running around with 100 different slotless items that each gave a +1 dodge bonus to ac, each of these items would only cost ~5k gp. Does that sound fair? -no, and thats where the dm steps in. The prices listed are loose guidelines. Mainly because not every skill is as useful as others, some spells are drastically more powerful/useful than others of its level, some abilities are infanitly more powerful to a certain char build, ect. No sane person can argue that a +10 to use rope item given to any class, is as powerful as a +10 to spellcraft item in the hands of an incantrix. Or a +hide/move silent item, while nice isn't game breaking in most cases, but given to a hide in plain sight, spring attacking rogue or assassin with good speed, or even worse a flyer, can be devistating. This applies to all levels of play, non epic and epic alike. At epic levels +spellcraft is amazing because simply put, epic spells are flat out godly. Sure, the premade ones suck, but customizing your own is flat out wrong in many cases. Assuming you allowed +spellcraft items, you could create a spell that would be 130ish spellcraft, but by increasing the casting time and other mitigating factors, could lower it to 100ish. This DC is makeable even at the lower epic levels. With this you could give yourself a +56ish to your primary casting stat....which means +28 to all of your save DC's, essentially turning your "save or die" spells into simply "die". Other options with the same spellcraft DC could be...+62ac, dispell 4 targets at caster lvl 1d20 + 91, rebound the next 30 melee attacks back at the attacker, bestow 17d12 negative levels (average 110.5)....as well as plenty of other equally absurd spells. I would kill to be able to cast any of these spells for a mere 1.5million gp. (900k to research, 650k for rod of excellent magic to negate the xp cost.) This is easily done by level 25. [/QUOTE]
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