Use Magic Device: Difference between revisions

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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 otherwise trained in their use.  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 plain old just shake the darn thing until it goes off.




===Common Uses===
{{Template:SkillUse


====Read Spell/Activate Magic Item====
| Skill-Use = Read Spell, 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.  If the item has some punitive effect when used improperly, a successful UMD check avoids such a result... for this use of the item.  


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 each hour.  Failing one of these checks means the item stops working, or imposes the punishment upon you, and you may not roll again for another hour.  Note that simply making a Use Magic Device roll to turn a cursed item off does NOT remove the effects of the punishing action!  Being evil and carrying a Holy Avenger is going to get painful, fast.


====Table: Use Magic Device Skill DCs====
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 on the table below.
 
 
| Action = Use Magic Device is generally not an action, but is considered to be taken up as part of the normal activation action of the item in question.  The referee may require an Use Magic Device roll as they see fit, of course.
 
| DC =  
 
{{#!:
:Table: Use Magic Device Skill DCs
{| border="1" cellpadding="5" style="text-align:left"
{| border="1" cellpadding="5" style="text-align:left"
! Task || Use Magic Device DC
! Task || Use Magic Device DC
|-
|-
| Activate blindly || 15 + 2x caster level
| Activate blindly || 15 It's EASY to set off magic items when you don't know what they do... 
|-
|-
| Decipher a written spell || 10 + 4x spell level
| Decipher a written spell || 10 + 4x spell level
|-
|-
| Use a scroll || 10 + 2x caster level
| Deceptive, protective, or dangerous writings || 10 + 2x caster level of deceptive writings
|-
| Use a known scroll || 5 + 2x caster level of spell on scroll
|-
| Use a known wand || 5 + 2x caster level of wand
|-
| Use a known rod or other spell-completion item || 10 + 2x caster level of item
|-
|-
| Use a wand || 5 + 2x caster level
| Use a known restricted item (paladin sword, etc) || 15 + 2x caster level of item
|-
|-
| Use a restricted item(paladin sword, etc) || 10 + 2x caster level
| (Epic Only) Raise Caster Level of Item || 10 + 5x caster level you wish, must set target before roll
|-
|-
|}
|}
}}




* '''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.
* '''Activate Blindly:''' You can always try Use Magic Device on 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 known 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 quite likely on others nearby, so there's tjhat to think about as well. Perhaps solitude would be best for this activity....




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* '''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 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. If you fail this roll, the spell is expended from the scroll to no effect. Ouch. Hope it wasn't expensive....
 
* '''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 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.
 
 
===Action===
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. Failing the roll does not expend a charge.


===Modifiers===
* '''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.


| Modifiers = Use Magic Device takes all modifiers that would apply to activating the item without the skill.  If you are in extremely dire straits, such that casting a spell would require a caster level check, you must make an equivalent check to use UMD.  Since you are usually not a caster, this is likely to be a difficult test.


==Epic Skill Uses==
| Take10-Take20 = No.
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 = If you fail to use a wand, rod, etc, failure gains you no effect and you lose the action you spent to activate it.  if you fail to activate a scroll, you lose your action and the spell is expended from the scroll to no effect.  Ouch.  Failing to use or activate most other items wastes the action but has no further ill effects.


===Raise Caster Level of Item===
| Retry = You may attempt to use a magic item as long as your courage or its magic persists.
(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.

Revision as of 20:46, 27 May 2017

Description

Ability Score Used: Charisma
Usable Untrained? No
Armor Check Penalty Applies? No

You are skilled at activating magic items, even if you are not otherwise trained in their use. 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 plain old just shake the darn thing until it goes off.


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. If the item has some punitive effect when used improperly, a successful UMD check avoids such a result... for this use of the item.

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 each hour. Failing one of these checks means the item stops working, or imposes the punishment upon you, and you may not roll again for another hour. Note that simply making a Use Magic Device roll to turn a cursed item off does NOT remove the effects of the punishing action! Being evil and carrying a Holy Avenger is going to get painful, fast.

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 on the table below.

Action Required:

Use Magic Device is generally not an action, but is considered to be taken up as part of the normal activation action of the item in question. The referee may require an Use Magic Device roll as they see fit, of course.

DC of Check:
Table: Use Magic Device Skill DCs
Task Use Magic Device DC
Activate blindly 15 It's EASY to set off magic items when you don't know what they do...
Decipher a written spell 10 + 4x spell level
Deceptive, protective, or dangerous writings 10 + 2x caster level of deceptive writings
Use a known scroll 5 + 2x caster level of spell on scroll
Use a known wand 5 + 2x caster level of wand
Use a known rod or other spell-completion item 10 + 2x caster level of item
Use a known restricted item (paladin sword, etc) 15 + 2x caster level of item
(Epic Only) Raise Caster Level of Item 10 + 5x caster level you wish, must set target before roll


  • Activate Blindly: You can always try Use Magic Device on 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 known 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 quite likely on others nearby, so there's tjhat 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. If you fail a check, you may attempt it again, spending another minute per failure.


  • 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. If you fail this roll, the spell is expended from the scroll to no effect. Ouch. Hope it wasn't expensive....


  • 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. Failing the roll does not expend a charge.
Modifiers to Check

Use Magic Device takes all modifiers that would apply to activating the item without the skill. If you are in extremely dire straits, such that casting a spell would require a caster level check, you must make an equivalent check to use UMD. Since you are usually not a caster, this is likely to be a difficult test.

Take 10? / Take 20?

No.

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

If you fail to use a wand, rod, etc, failure gains you no effect and you lose the action you spent to activate it. if you fail to activate a scroll, you lose your action and the spell is expended from the scroll to no effect. Ouch. Failing to use or activate most other items wastes the action but has no further ill effects.

Retry Allowed?

You may attempt to use a magic item as long as your courage or its magic persists.

Provokes AOO?

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