With a cursory search, I found a couple items. The reference I found indicated Heal Kits can come in +1 to +10, not just +2. I also found: Magic Item Compendium - Healing Belt – Gain a +2 competence to Heal Checks and has 3 healing charges. There are also Psionic Shards that can be up to +10 to a skill ability that can be applied to Heal.
I noted that these also have instructions on what it takes to craft the items. The belt for example requires Craft Wonderous Item, Cure Moderate Wounds, 500GP, 40XP and 1 day to craft. How much would the benefits and cost scale up if Cure Critical Wounds was used instead?
Using templates from existing items or the rules for crafting you could generate any number of items that can benefit your player character. You could also apply an item that grants a feat, or craft one and apply the feat Skill Master and specify Heal, this would provide a +10 to Heal Check.
Skill Mastery is also a feat the play could gain that grants a +10 to the skill. If you are writing the Prestige class you could incorporate Skill Mastery Heal as a special gained at a given level. You could possibly create an Improved Skill Mastery Heal that stacks for a second +10 if you want the PRC to have healing that powerful.
Hope you find this helpful.
The restriction on the 7th-level Sor/Wiz spell greater teleport [conj] (Player's Handbook 293) is that
you must have at least a reliable description of the place to which you are teleporting (such as a detailed description from someone else or a particularly precise map). If you attempt to teleport with insufficient information (or with misleading information), you disappear and simply reappear in your original location.
Ask the DM if there exists reliable descriptions that can be acquired that allow the spell greater teleport to reach the destination you want. Are there folks you can interview? Books to read? Tavern tales to absorb? Paintings to study? Sculpture gardens to enjoy? If a way of getting that reliable description exists, do what you must and find the destination that way.
If reliable descriptions don't exist, try scouting the area using an acquaintance.
If there's a creature with which you're familiar in or near the area to which you want to teleport, target that creature with the spell sending [evoc] (PH 275-6) (which is an evocation spell with no saving throw and that doesn't allow spell resistance), explaining to the target who you are, that you'll be casting the spell scrying [div] (PH 274-5) on him in just a minute, and that the creature is to fail the saving throw. The creature can do that.
Cast the spell scrying on the creature and study the area around the creature. If you can, do this a few more times to increase your familiarity. (Although the caster can't be Off Target with the spell greater teleport he still rolls on the chart for the 5th-level Sor/Wiz spell teleport [conj] (PH 292-3) when using the spell greater teleport because the possibility for a Similar Area or Mishap remain). Use this accumulated information as the destination for the spell greater teleport. Alternately, get all the information needed to use the spell greater teleport by targeting the acquaintance the 8th-level Sor/Wiz spell discern location [div] (PH 222).
If you can neither find a reliable description nor contact a friend, you're left with either getting a detailed description the hard way or getting a particularly precise map.
Getting a Detailed Description
First, find a creature who's been where you want to go. Then extract the detailed description from the creature's mind.
"What?!"
The DM's made it clear that no amount of book learnin' or other research will do. The only remaining (even semi-)reliable descriptions are the memories of creatures who have been to the destination to which you want to teleport. Have the caster who is going to cast greater teleport use one or more of the following spells on that creature.
- The 2nd-level Sor/Wiz spell vision of fear [div] (Dragon #333 73), for 24 hours, grants the caster firsthand knowledge (suitable for scrying attempts and teleport destinations) of the caster's choice of either the target's most recent fear or the target's greatest fear. Note: That's awfully specific, though, but waiting by the docks or the trading post and interviewing recent arrivals from the region might find a suitable target.
- The 3rd-level corrupt spell absorb mind [div] (Book of Vile Darkness 84), for 1 min./level, grants the caster, after eating a portion of the dead creature's brain, "the creature's memories and knowledge to some degree, so that she has a 25% chance of recalling any important fact known to the creature." Note: I house rule this to 1 attempt per minute. The spell often requires me to ad lib the ridiculous.
- The 6th-level Sor/Wiz spell probe throughts [div] (Spell Compendium 162), for as long as the caster concentrates up to 1 round/level, grants the caster the the ability to "learn the answer to one question per round, to the best of the subject's knowledge.... and the answers to those questions are imparted directly to [the caster's] mind."
- The 7th-level Clr spell brain spider [div] (SpC 38), for 1 min./level, grants the caster, among other choices, the ability to eavesdrop on another creature's thoughts and learn that creature's "thoughts and memories... in detail."
- The 9th-level Sor spell mindrape [ench] (BV 99) grants the caster the ability to "enter... the mind of a creature, learning everything that creature knows."
One of those should get a description that's sufficient for the spell's caster to also use the spell greater teleport, but it's possible the DM may rule it's also necessary to retain this information perfectly to teleport accurately. If that's the case, use the following spell.
- The 3rd-level Sor/Wiz spell magic memory [div] (Wyrms of the North column "Deszeldaryndun")1 grants the caster the ability to "absorb the sights, smells, sounds, tastes, and/or textures of [the caster's] immediate environment and magically record them in... memory." Then the caster "can later share [the] experience with another willing living creature simply by maintaining direct physical contact and letting the memory replay." Note: Confirm first that the DM allows this method of memory retention to work with another creature's memory. (I allow it to do so in my campaigns.)
Obviously, the spell magic memory is also useful if the caster who acquired the information must relay that information to the caster of the spell greater teleport.2
Getting a Particularly Precise Map
The skill Gather Information has this covered. It says
If you want to find out about a specific rumor ("Which way to the ruined temple of Erythnul?") or a specific item ("What can you tell me about that pretty sword the captain of the guard walks around with?"), or obtain a map, or do something else along those lines, the DC for the check is 15 to 25, or even higher. (PH 74).
Emphasis mine.
I'm guessing it'll be that even higher. In fact, I'm guessing the DM will just say No. If that's the case, while there are other magical maps in D&D 3.X,3 what's needed is this one:
- The held item Keoghtom's spidery map (Dragon #359 72) (26,400 gp; 0 lbs.) grants the bearer the ability "concentrate upon the map, searching [his] mind for a location, creature, or object. The map then acts as a find the path spell, showing in great detail the shortest, most direct physical route to the specified destination. [The owner] can only use the map once per day, and all other paths or locations on the map appear as an ever-changing blurred mass of webs."
The spidery map uses an effect like the 6th-level Clr spell find the path [div] (PH 230)--which has no distance limitation--, and it provides a destination--the crucial yet poorly defined thing necessary for employing the spell teleport et al. ("The spell instantly transports you to a designated destination..."). Pick the creature you know or the artifact you're aware of and activate the map (borrow a map from a friendly contact if its cost exceeds your funds--you only need the map once).4 That should be sufficient to use the spell greater teleport to get you where you want to go.
Alternative Means of Investigation and Travel
The 6th-level Sor/Wiz spell scry location [div] (Complete Scoundrel 102) is nearly impossible lest one possesses some connection to the location to be scried. The 6th-level Sor/Wiz spell shadow walk [illus] (PH 277) only allows travel at 50 MPH (that's, like, a week-long road trip on the Plane of Shadow--have fun!), but a level 12 caster can employ the spell phantom steed [conj] (PH 260) to go faster than that, and the 7th-level nomad power dream travel [psychoportation] (Expanded Psionics Handbook 96-7) goes faster than that--but navigation's an issue with a poorly drawn continental map (e.g. "We're going to California!" doesn't actually narrow it down that much). The DM will probably demand a familiar destination for the spell plane shift [conj] (PH 262) et al. because if folks could use the spell plane shift twice rather than risk greater teleport once, I expect most folks would; ask the DM.5
"Why Is This So Difficult?"
The ability to teleport to places with which one's already familiar is incredibly powerful. That the spell greater teleport eliminates both the distance limit ("I can see the moon, right?") and the possibility of being Off Target really is sufficient to call the spell greater teleport. Adding the ability to teleport to places unseen--if reliable descriptions or particularly precise maps are easily acquired--hurts the verisimilitude of many campaigns.
It's also possible the DM wants the PCs to reach the destination the old fashioned way--booking passage on a ship and sailing away or hiring a guide and riding hard--rather than allowing the blind teleport. It could be it's the journey that counts, not the confrontation at the end.
You should probably ask the DM if he wants you teleporting there. Maybe the plot is the PCs getting to the destination.
The column appears not to be archived. Here's the spell.
Magic Memory
Divination [Mind-Affecting]
Level: Sor/Wiz 3
Components: S, M
Casting Time: 1 action
Range: Personal
Target: You and one other living creature
Duration: Special
Saving Throw: Will negates
Spell Resistance: No
You absorb the sights, smells, sounds, tastes, and/or textures of your immediate environment and magically record them in your memory for as long as you concentrate (up to 1 round/level). Anything that causes you to break your concentration ends the record. You can later share your experience with another willing living creature simply by maintaining direct physical contact and letting the memory replay. For as long as contact is maintained, that creature's senses perceive the earlier recorded environment. Once the memory is replayed, the spell ends, and the memory becomes a normal memory for both you and the target.
Arcane Focus: A mind flayer tentacle. Note: Fortunately, no gp cost. I didn't want hard-up-for-cash mind flayers selling their tentacles to the wizards' college.
The only other ways to get perfect memory in D&D 3.X that I'm immediately aware of are the prestige classes Jordain vizier (Shining South 33) and shadow scout (Oriental Adventures 44)--neither of whom are casters--and maybe the cerebrex (Dragon Compendium Volume 1 72)--whose eidetic memory is a numerical bonus instead of actual memory--, although there very well could be other prestige classes or an infusion, mystery, power, soulmeld, utterance, vestige, or something else that does so. The skill Autohypnosis (XPH 36-7) only allows memorization of "text..., numbers, diagrams, or sigils;" ask the DM if a map's a diagram.
- There's the map of unseen lands (MIC 164) (5,200 gp; 0 lbs.) and the greater and lesser underdark maps (DrU 77 and 76) (major and minor artifact; 0 and 1 lbs.)), for example.
- The spell magic memory works for memorizing the map, too. Unfortunately, the 0th-level Sor/Wiz spell amanuensis [trans] (SpC 9) "copies only nonmagical text, not illustrations or magical writings."
- Or not. You're in the DM's hands because of 5d% miles off one always is when using the spell plane shift (unless you've greater plane shift [conj] (SpC 159) and a previously visited location). There're not-nice folks on every plane; don't expect to arrive among pleasant folk unless the DM wants you to.
Best Answer
The skill Spot has epic uses and is useful to all but blind adventurers. It's one of those skills that if a character can he should put maximum ranks in it. But, even if he does, it's a good idea to have the skill even higher. I've drawn from a variety of sources in this list; abbreviations are available here.
Improving Spot Skill Checks with Spells
The best items for improving Spot skill checks are wands. A creature with a non-negative Charisma modifier and but 1 rank in the skill Use Magic Device (PH 85-6) can make Use Magic Device skill checks to use a wand (DC 20) until he succeeds by rolling a 19 or 20 (or until he can't use the wand that day by rolling a 1) and improves markedly his chances of (eventual) success with minimal investment. The real key is finding the different kinds of bonuses to one's Spot check so all of those bonuses stack. Conveniently,1 I've done that below.
This list, of course, ignores the myriad of ways spells can improve skills in general (e.g. the 1st-level Brd spell improvisation [trans] (SpC 121), the 2nd-level Clr spell divine insight [div] (SpC 70), the 2nd-level Clr spell guidance of the avatar [div] (Spellbook column "Guidance of the Avatar")).
This list also ignores the far rarer handful of ways to improve all of one's Wisdom-based skills--including the Spot skill--by toying with one's Wisdom (e.g. the 2nd-level Sor/Wiz spell owl's wisdom [trans] (PH 259), the 2nd-level Drd spell animal spririt [div] (MoI 98-99), the 5th-level Drd spell owl's insight [trans] (SpC 152), the 8th-level Sor/Wiz spell necrotic empowerment [necro] (LM 68)). Many are higher level effects, restricted not to wands but to scepters (LE 8) and even staffs (PH 92).
One of the biggest problems with making Spot skill checks is the massive and unreasonable -1 penalty per 10 ft. of distance (PH 83). It's likely the DM will waive this in many cases lest absurdity ensue, but if he doesn't...
Improving Spot Skill Checks with Items
Most magic items granting bonuses to Spot skill checks grant competence bonuses. Nonetheless, some don't, so below I grouped items by bonus type then arranged items by price. Included are more interesting, obscure, and higher-bonus-providing items; omitted are many redundant or uninteresting items.
Alchemical Bonuses
Circumstance Bonus
Competence Bonuses
Insight Bonus
Profane Bonus
Unnamed Bonuses
The alchemical item hawk's ointment (CAd 118, 119) (50 gp; 0 lbs.) for 2 minutes grants the user, among other benefits, a +1 bonus bonus to Spot skill checks. Note: Penalties apply after duration expires.
The held item crystal anchor of alertness (MIC 155) (2,500 gp; 0.5 lbs.) grants the bearer the ability to take a standard action that leaves the item "planted in the ground" to grant for 1 hour 3/day allies within 30 ft., among other benefits, a +5 bonus to Spot skill checks. Note: Obviously for keeping watch, it'd be a useful item for setting ambushes were it not shedding light like a lantern.
The face slot item raptor's mask (MIC 210) (3,500 gp; 0 lbs.) grants the wearer, among other benefits, a +5 bonus to Spot skill checks. Note: If getting insight and competence bonuses to Spot skill checks from spells, this is what a creature wears.
The face slot item goggles of draconic vision (MIC 107) (16,000 gp; 1 lbs.) grant the wearer, among other benefits, a +5 bonus to Spot skill checks.
The head and half-face (i.e. the creature can wear, for example, a single lens) item eyes of the spider (CSQ 129) (212,000 gp; 0 lbs.) grants the wearer, among significant other benefits, a +4 bonus to Spot skill checks. Note: The wearer also probably looks like Locutus of Borg.
Custom Magic Items
A creature may be able to create--using Table 7-33: Estimating Magic Item Gold Piece Values (DMG 285)-- a custom item that grants a competence bonus to Spot skill checks of whatever bonus the creator wants. Such an item's cost to create, market price and prerequisites, however, are exclusively the DM's call, and the first thing the DM is supposed to consult when a creature crafts a custom item is a list of similar items. The list above is that list of similar items. That means while Table 7-33 says that the goggles of spotting (250,000 gp; 0.25 lbs.) that grant the wearer a +50 competence bonus to Spot checks is totally legit in a vaccuum or if the DM's a goldfish, such goggles of spotting are unlikely to keep those statistics--or even exist--in normal play with a normal DM despite Table 7-33. That's because Table 7-33 is the last place one goes for finding a magic item's special abilities, cost to create, market price, and prerequisites--not the first--, and most published non-epic magic items that grant skill bonuses top out at a +10 (usually named) bonus.
I believe enough items grant raw bonuses to Spot skill checks to render creating new ones unnecessary, but a custom magic item granting the wearer the feat Hawk's Vision (CAd 114)--probably a pair of goggles weighing 0 lbs. and probably costing 25,000 gp based on the Arms and Equipment Guide's sidebar Magic Items that Grant Feats on page 128--is a good investment for the dedicated spotter. One of the feat's effects is to reduce the Spot check penalty for distance to -1 per 20 ft. instead -1 per of 10 ft., effectively doubling the user's spotting range. However, unless the wearer possesses the supernatural ability wild shape (e.g. like a druid), the wearer must employ the skill Use Magic Device to emulate the class feature wild shape (probably of a druid unless the DM allows otherwise, therefore DC 25) then use the virtual class feature to activate the custom magic item like Lidda uses the class feature turn undead that she doesn't possess to activate nonetheless the magic chalice (PH 86). The DM, of course, has the final say how this process works; the skill Use Magic Device is a mine field.
Combining Spells and Items
A creature can combine the different named and unnamed bonuses spells grant with the even more different named and unnamed bonuses items grant for a potentially enormous bonus to Spot skill checks, but bear in mind this will likely greatly annoy DMs who enjoy monsters surprising PCs.