Use Magic Device
Key Ability: Wis | Trained Only: Yes | Armor Check Penalty: No (see below)
You have the mental grit needed to activate magic items, even if you are not otherwise trained in their use.
Check: 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.
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.
| Task | Use Magic Device DC |
|---|---|
| Activate blindly | 25 |
| Decipher a written spell | difference × 5 |
| Use a scroll | 20 + caster level |
| Use a wand | 20 or 25 |
| Emulate a class feature | 20 |
| Emulate an ability score | See text |
| Emulate a race | 25 |
| Emulate an alignment | 30 |
Activate Item 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, think special thoughts, 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 1d6 points of damage to you for each of the item's caster levels. This use of the skill allows you to activate consumable items as well as permanent items, but not casting items nor free-willed items. Blind activation of a permanent item triggers it with its base (unattuned) powers.
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: If an item to be used requires a higher ability score than you possess (Intelligence for arcane spells, Wisdom for natural spells, or Charisma for divine spells), then a successful check allows you to use the item as if your ability score were high enough. If you already have a high enough score in the appropriate ability, you don't need to make this check. The DC is the difference between your score and the required score, × 5.
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. The DC to pretend to be good is five less; the DC to pretend to evil is five more.
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 be able to cast a first level (or higher) spell of the scroll's type. A successful Use Magic Device allows you emulate the ability to do so. The DC is equal to 20 + the level of the spell you are trying to cast from the scroll. In addition, casting a spell from a scroll requires a minimum score in the appropriate ability; if your score is too low, you must emulate it with a separate Use Magic Device check (see above). Note that while there is no armor check penalty for the use of this spell, activating arcane scrolls incurs the same chance of arcane spell failure as would an arcanist reading the scroll without the use of this skill.
Use a Wand: Normally, to use a wand, you must have the wand's spell on your known spells list. This use of the skill with a DC25 check allows you to use a wand as if you had a particular spell on your known spells list at a cost of one charge. With a DC20 check, you can use the wand as if you can cast spells of the wand's type (arcane, divine, or natural), at a cost of three charges.
Action: None. The Use Magic Device check is made as part of the action (if any) required to activate the magic item.
Try Again: 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.
Special: You cannot take 10 with this skill. You can't aid another on Use Magic Device checks. Only the user of the item may attempt such a check. Emulating alignment, race, etc. for an ongoing effect requires a new successful check for each hour of emulation.
Elves gain a +3 racial bonus on Use Magic Device checks.
