Use Magic Device: Difference between revisions
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| Action = Part of the action to activate the item (which is usually a standard action). | | Action = Part of the action to activate the item (which is usually a standard action). | ||
| DC = * '''Activate Blindly:''' 15 (it's ''easy'' to set off magic items | | 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 + quadruple the spell level | * '''Decipher a written spell:''' 10 + quadruple the spell level | ||
* '''Deceptive, protective, or dangerous writings:''' 10 + double the caster level of the writing/ward/glyph | * '''Deceptive, protective, or dangerous writings:''' 10 + double the caster level of the writing/ward/glyph |
Revision as of 17:15, 8 August 2019
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 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. 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.
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Action Required: |
Part of the action to activate the item (which is usually a standard action). |
DC of Check: |
|
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 |
|
Retry Allowed? |
Yes |
Provokes AOO? |
No, but the action required for the item itself may provoke instead. |