Use Magic Device: Difference between revisions

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| width="250" style="font-weight:bold" | Ability Score Used: || Charisma
| width="250" style="font-weight:bold" | Ability Score Used: || Charisma
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| width="250" style="font-weight:bold" | Usable Untrained? || No
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| width="250" style="font-weight:bold" | Armor Check Penalty Applies? || No
| width="250" style="font-weight:bold" | Armor Check Penalty Applies? || No
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You are skilled at activating magic items, even if you are not otherwise trained in their use.
You are skilled at activating magic items, even if you are not knowledgeable of how they are created or have no affinity for magic without them.  You can pick it up and just... make it work.  This may involve the sheer force of your will, sly flourishes and subtle motions, or just shaking the darned thing until it goes off.


As with all skills, the uses below are merely suggestions, and by no means the full gamut of possible ways a skill can be used. Players and GM's are encouraged to find additional ways to use each skill.


===Common Uses===
== Activate Magic Item ==
{{Template:SkillUse


====Read Spell/Activate Magic Item====
| Skill-Use = Activate Magic Item
You can use this skill to read a spell or to activate a magic item. Use Magic Device lets you use a magic item as if you had the spell ability or class features of another class, as if you were a different race, or as if you were of a different alignment.


You make a Use Magic Device check each time you activate a device such as a wand. If you are using the check to emulate an alignment or some other quality in an ongoing manner, you need to make the relevant Use Magic Device check once per hour.
| Core-Skill = Use Magic Device


You must consciously choose which requirement to emulate. That is, you must know what you are trying to emulate when you make a Use Magic Device check for that purpose. The DCs for various tasks involving Use Magic Device checks are summarized on the table below.
| Benefit = You can use this skill to read a spell or to activate a magic item. ''Use magic device'' lets you use a magic item regardless of any restrictions which the item might normally impose upon you.


You do not need to make a ''use magic device'' check to activate magic items that cast spells which are already part of your class' spell list.


====Table: Use Magic Device Skill DCs====
You make a ''use magic device'' check each time you activate a device such as a wand. If you are using the check to wear an item as part of a disguise, or which has long-term effects, you must make a check once per interval used by the item (e.g. if the item provides its effects for 1 hour per caster level, you must make a check each hour). Failing one of these checks means the item stops working, and imposes any negative effects it inflicts on inappropriate users, if applicable. You may not roll again until the next interval occurs. In addition, since most negative effects are things like [[Essence Destruction]], they are not cured by simply making a new ''use magic device'' check. The negative effects must be cleared separately, or allowed to wear off on their own. Being evil and carrying a Holy Avenger is going to get painful, fast. But it can be done.
{| border="1" cellpadding="5" style="text-align:left"
! Task || Use Magic Device DC
|-
| Activate blindly || 25
|-
| Decipher a written spell || 25 + spell level
|-
| Use a scroll || 20 + caster level
|-
| Use a wand || 20
|-
| Emulate a class feature || 20
|-
| Emulate an ability score || See text
|-
| Emulate a race || 25
|-
| Emulate an alignment || 30
|}
 
 
* '''Activate Blindly:''' Some magic items are activated by special words, thoughts, or actions. You can activate such an item as if you were using the activation word, thought, or action, even when you're not and even if you don't know it. You do have to perform some equivalent activity in order to make the check. That is, you must speak, wave the item around, or otherwise attempt to get it to activate. You get a +2 bonus on your Use Magic Device check if you've activated the item in question at least once before. If you fail by 9 or less, you can't activate the device. If you fail by 10 or more, you suffer a mishap. A mishap means that magical energy gets released but doesn't do what you wanted it to do. The default mishaps are that the item affects the wrong target or that uncontrolled magical energy is released, dealing 2d6 points of damage to you. This mishap is in addition to the chance for a mishap that you normally risk when you cast a spell from a scroll that you could not otherwise cast yourself.
 
* '''Decipher a Written Spell:''' This usage works just like deciphering a written spell with the Spellcraft skill, except that the DC is 5 points higher. Deciphering a written spell requires 1 minute of concentration.
 
* '''Emulate an Ability Score:''' To cast a spell from a scroll, you need a high score in the appropriate ability (Intelligence for wizard spells, Wisdom for divine spells, or Charisma for sorcerer or bard spells). Your effective ability score (appropriate to the class you're emulating when you try to cast the spell from the scroll) is your Use Magic Device check result minus 15. If you already have a high enough score in the appropriate ability, you don't need to make this check.
 
* '''Emulate an Alignment:''' Some magic items have positive or negative effects based on the user's alignment. Use Magic Device lets you use these items as if you were of an alignment of your choice. You can emulate only one alignment at a time.
 
* '''Emulate a Class Feature:''' Sometimes you need to use a class feature to activate a magic item. In this case, your effective level in the emulated class equals your Use Magic Device check result minus 20. This skill does not let you actually use the class feature of another class. It just lets you activate items as if you had that class feature. If the class whose feature you are emulating has an alignment requirement, you must meet it, either honestly or by emulating an appropriate alignment with a separate Use Magic Device check (see above).
 
* '''Emulate a Race:''' Some magic items work only for members of certain races, or work better for members of those races. You can use such an item as if you were a member of a race of your choice. You can emulate only one race at a time.
 
* '''Use a Scroll:''' Normally, to cast a spell from a scroll, you must have the scroll's spell on your class spell list. Use Magic Device allows you to use a scroll as if you had a particular spell on your class spell list. The DC is equal to 20 + the caster level of the spell you are trying to cast from the scroll. In addition, casting a spell from a scroll requires a minimum score (10 + spell level) in the appropriate ability. If you don't have a sufficient score in that ability, you must emulate the ability score with a separate Use Magic Device check. This use of the skill also applies to other spell completion magic items.
 
* '''Use a Wand, Staff, or Other Spell Trigger Item:''' Normally, to use a wand, you must have the wand's spell on your class spell list. This use of the skill allows you to use a wand as if you had a particular spell on your class spell list. Failing the roll does not expend a charge.
 


===Restrictions===
You must consciously choose which ability of an item to activate. That is, you must know what you are trying to activate when you make a ''use magic device'' check for that purpose. You may also attempt to activate an item 'blind', which is really its own reward.  The DCs for various tasks involving Use Magic Device checks are summarized below.
You cannot take 10 with this skill.


You can't aid another on Use Magic Device checks (until epic levels). Only the user of the item may attempt such a check.
* '''Activate Blindly:'''  You can always try ''use magic device'' on unidentified magic items, and it is usually pretty simple to get it to do SOMETHING. If that something is a beneficial effect, setting it off once and actually gaining a benefit makes that item identified to you for that function.  If you set off the item and cannot determine what it did, the item remains unknown and you must continue to use it blindly.  In general, trying items 'blind' is painful, embarrassing, and potentially lethal, both for yourself and for those around you.  Blindly activating a cursed item always inflicts the curse upon yourself, and possibly even on others nearby, so there's that to think about as well. Perhaps solitude would be best for this activity.


* '''Decipher a Written Spell:''' This usage works just like deciphering a written spell with the [[Read Magic (Sorcerer/Wizard Spell)|Read Magic]] cantrip, except that you must make a skill check for each page you wish to read, taking one minute for each.


===Action===
* '''Use a Scroll:''' Normally, to cast a spell from a scroll, you must have the scroll's spell on your class spell list. ''Use magic device'' allows you to use a scroll as if you had a particular spell on your class spell list.
None. The Use Magic Device check is made as part of the action (if any) required to activate the magic item.


* '''Retry?''' Yes, but if you ever roll a natural 1 while attempting to activate an item and you fail, then you can't try to activate that item again for 24 hours.
* '''Use a Wand, Rod, or Other Spell Trigger Item:''' Normally, to use a spell trigger item, you must have the spell on your class spell list. This use of the skill allows you to use a spell-trigger item as if you had a particular spell on your class spell list.


| Action = Part of the action to activate the item (which is usually a standard action).


===Modifiers===
| DC = * '''Activate Blindly:''' 15 (it's ''easy'' to set off magic items when you don't know what they do!)
* '''Feat:''' If you have the [[Magical Aptitude]] feat, you gain a +2 bonus on Use Magic Device checks. This bonus improves as you put more ranks into the skill.
* '''Decipher a written spell:''' 10 + quadruple the spell level
* '''Deceptive, protective, or dangerous writings:''' 10 + double the caster level of the writing/ward/glyph
* '''Use a known scroll:''' 5 + double the caster level of the scroll
* '''Use a known rod:''' 10 + double the caster level of the rod
* '''Use a known wand (or other spell-completion item):''' 10 + double the caster level of the wand
* '''Use a known restricted item:''' 15 + double caster level of item
* '''(Epic Only) Raise Caster Level of Item:''' 10 + quintuple (5x) the desired caster level of item &mdash; must declare before roll


| Modifiers = -


==Epic Skill Uses==
| Take10-Take20 = You can take 10 (outside of combat). You can take 20, but only if there is no negative effect for failure (such as attempting to cast from a wand).
Note: All uses below require a minimum of 21 Ranks in the skill to use.


| Assist = No


===Aid Another with Use Magic Device===
| Success = You activate the item and it operates properly, giving the effect it was designed to give.
(DC 25)


| Failure = * '''Normal Failure <small>(within 4 of the target DC)</small>:''' You fail to trigger the effect on the item, and waste the standard action in the attempt, but the item is unaffected by the attempt (i.e. no charges are expended, etc.).
* '''Critical Failure <small>(5 or more below the DC, or a natural 1)</small>:''' You fail to trigger the effect on the item, and waste the standard action in the attempt.  Furthermore, if triggering the item would expend a charge, or use up the item, the item uses up that resource as though it had successfully triggered.  This means that a rod will lose a charge, a scroll will crumble to dust, etc.


===Raise Caster Level of Item===
| Retry = Yes
(DC 10 + five times the CL you are trying to emulate; must set target before roll) - raises effective CL for duration of the spell effect being cast.


| Provokes = No, but the action required for the item itself may provoke instead.


===Emulate specific entity/creature/being===
}}
(adds +40 to DC) - allows bypassing of particular requirements/locks/traps, etc. if keyed to a specific person.

Latest revision as of 22:11, 18 January 2020

Description

Ability Score Used: Charisma
Armor Check Penalty Applies? No

You are skilled at activating magic items, even if you are not knowledgeable of how they are created or have no affinity for magic without them. You can pick it up and just... make it work. This may involve the sheer force of your will, sly flourishes and subtle motions, or just shaking the darned thing until it goes off.

As with all skills, the uses below are merely suggestions, and by no means the full gamut of possible ways a skill can be used. Players and GM's are encouraged to find additional ways to use each skill.

Activate Magic Item

You can use this skill to read a spell or to activate a magic item. Use magic device lets you use a magic item regardless of any restrictions which the item might normally impose upon you.

You do not need to make a use magic device check to activate magic items that cast spells which are already part of your class' spell list.

You make a use magic device check each time you activate a device such as a wand. If you are using the check to wear an item as part of a disguise, or which has long-term effects, you must make a check once per interval used by the item (e.g. if the item provides its effects for 1 hour per caster level, you must make a check each hour). Failing one of these checks means the item stops working, and imposes any negative effects it inflicts on inappropriate users, if applicable. You may not roll again until the next interval occurs. In addition, since most negative effects are things like Essence Destruction, they are not cured by simply making a new use magic device check. The negative effects must be cleared separately, or allowed to wear off on their own. Being evil and carrying a Holy Avenger is going to get painful, fast. But it can be done.

You must consciously choose which ability of an item to activate. That is, you must know what you are trying to activate when you make a use magic device check for that purpose. You may also attempt to activate an item 'blind', which is really its own reward. The DCs for various tasks involving Use Magic Device checks are summarized below.

  • Activate Blindly: You can always try use magic device on unidentified magic items, and it is usually pretty simple to get it to do SOMETHING. If that something is a beneficial effect, setting it off once and actually gaining a benefit makes that item identified to you for that function. If you set off the item and cannot determine what it did, the item remains unknown and you must continue to use it blindly. In general, trying items 'blind' is painful, embarrassing, and potentially lethal, both for yourself and for those around you. Blindly activating a cursed item always inflicts the curse upon yourself, and possibly even on others nearby, so there's that to think about as well. Perhaps solitude would be best for this activity.
  • Decipher a Written Spell: This usage works just like deciphering a written spell with the Read Magic cantrip, except that you must make a skill check for each page you wish to read, taking one minute for each.
  • Use a Scroll: Normally, to cast a spell from a scroll, you must have the scroll's spell on your class spell list. Use magic device allows you to use a scroll as if you had a particular spell on your class spell list.
  • Use a Wand, Rod, or Other Spell Trigger Item: Normally, to use a spell trigger item, you must have the spell on your class spell list. This use of the skill allows you to use a spell-trigger item as if you had a particular spell on your class spell list.
Action Required:

Part of the action to activate the item (which is usually a standard action).

DC of Check:
  • Activate Blindly: 15 (it's easy to set off magic items when you don't know what they do!)
  • Decipher a written spell: 10 + quadruple the spell level
  • Deceptive, protective, or dangerous writings: 10 + double the caster level of the writing/ward/glyph
  • Use a known scroll: 5 + double the caster level of the scroll
  • Use a known rod: 10 + double the caster level of the rod
  • Use a known wand (or other spell-completion item): 10 + double the caster level of the wand
  • Use a known restricted item: 15 + double caster level of item
  • (Epic Only) Raise Caster Level of Item: 10 + quintuple (5x) the desired caster level of item — must declare before roll
Modifiers to Check

-

Take 10? / Take 20?

You can take 10 (outside of combat). You can take 20, but only if there is no negative effect for failure (such as attempting to cast from a wand).

Allows Assists?

No

Results of Success

You activate the item and it operates properly, giving the effect it was designed to give.

Consequences of Failure
  • Normal Failure (within 4 of the target DC): You fail to trigger the effect on the item, and waste the standard action in the attempt, but the item is unaffected by the attempt (i.e. no charges are expended, etc.).
  • Critical Failure (5 or more below the DC, or a natural 1): You fail to trigger the effect on the item, and waste the standard action in the attempt. Furthermore, if triggering the item would expend a charge, or use up the item, the item uses up that resource as though it had successfully triggered. This means that a rod will lose a charge, a scroll will crumble to dust, etc.
Retry Allowed?

Yes

Provokes AOO?

No, but the action required for the item itself may provoke instead.