/*::////////////////////////////////////////////// //:: Name Use Magical Device functions //:: FileName SMP_INC_UMDCHECK //::////////////////////////////////////////////// Contains: Use Magical Device //::////////////////////////////////////////////// //:: Created By: Jasperre //:: Created On: October //::////////////////////////////////////////////*/ // SMP_INC_UMDCHECK. This is the Use Magical Device - implimented for the use // of scrolls by casters of too low a level, or a Bard/Thief using a scroll. // Impliemnted and checked within SpellItemValid. // Returns TRUE if they pass the test. FALSE if they fail. // - Sends a message of results, and may destroy the scroll // * iSpellLevel - the level of the spell being cast. // * iSpellID - The spell ID of the spell // * sName - The name of the spell int SMP_UMDCheck(string sName, int iSpellLevel, int iSpellID); /* Use Magic Device (CHA; TRAINED ONLY; BARD, ROGUE ONLY) Check: The character can use this skill to read a spell or to activate a magic item. This skill lets the character use a magic item as if the character had the spell ability or class features of another class, as if the character were a different race, or as if the character were a different alignment. Use Magic Device Task DC --------------------- -- Decipher a written spell 25 + Spell Level Emulate spell ability 20 Emulate class feature 20 Emulate ability score See Text Emulate race 25 Emulate alignment 30 Activate blindly 25 When the character is attempting to activate a magic item using this skill, the character does so as a standard action. However, the checks the character makes to determine whether the character is successful at emulating the desired factors to successfully perform the activation are instant. They take no time by themselves and are included in the activate magic item standard action. The character make emulation checks each time the character activates a device such as a wand. If the character is using the check to emulate an alignment or some other quality in an ongoing manner, the character needs to make the relevant emulation checks once per hour. The character must consciously choose what to emulate. That is, the character has to know what the character is trying to emulate when the character makes an emulation check. Decipher a Written Spell: This works just like deciphering a written spell with the Spellcraft skill, except that the DC is 5 points higher. If the character fails by 10 or more, the character suffers a mishap. A mishap means that magical energy gets released but it doesn't do what the character wanted it to do. The DM determines the result of a mishap, as with scroll mishaps. The default mishaps are that the item affects the wrong target or that uncontrolled magical energy gets released, dealing 2d6 points of damage to the character. Note: This mishap is in addition to the chance for a mishap that the character normally runs when the character casts a spell from a scroll and the spell's caster level is higher than the character's level. Retry: Yes, but if the character ever rolls a natural 1 while attempting to activate an item and the character fails, then the character can't try to activate it again for a day. Special: The character cannot take 10 with this skill. Magic is too unpredictable for the character to use this skill reliably. If the character has 5 or more ranks in Spellcraft, the character gets a +2 synergy bonus on Use Magic Device checks related to scrolls. If the character has 5 or more ranks in Decipher Script, the character gets a +2 synergy bonus on Use Magic Device checks related to scrolls. These bonuses stack. Spellcraft (INT; TRAINED ONLY) Check: The character can identify spells and magic effects. DC Task -- ---- 13 When using read magic, identify a glyph of warding. 15 + spell level Identify a spell being cast. (The character must see or hear the spell's verbal or somatic components.) No retry. 15 + spell level Learn a spell from a spellbook or scroll. (Wizard only.) No retry for that spell until the character gain at least 1 rank in Spellcraft (even if the character find another source to try to learn the spell from). 15 + spell level Prepare a spell from a borrowed spellbook. (Wizard only.) One try per day. 15 + spell level When casting detect magic, determine the school of magic involved in the aura of a single item or creature the character can see. (If the aura is not a spell effect, the DC is 15 + half caster level.) 19 When using read magic, identify a symbol. 20 + spell level Identify a spell that's already in place and in effect. (the character must be able to see or detect the effects of the spell.) No retry. 20 + spell level Identify materials created or shaped by magic, such as noting that an iron wall is the result of a wall of iron spell. No retry. 20 + spell level Decipher a written spell (such as a scroll) without using read magic. One try per day. 2 Draw a diagram to augment casting dimensional anchor on a summoned creature. Takes 10 minutes. No retry. The DM makes this check. 30 or higher Understand a strange or unique magical effect, such as the effects of a magic stream. No retry. Additionally, certain spells allow the character to gain information about magic provided that the character makes a Spellcraft check as detailed in the spell description. Retry: See above. If the character has 5 or more ranks of Use Magic Device, the character gets a +2 synergy bonus to Spellcraft checks to decipher spells on scrolls. */ int SMP_UMDCheck(string sName, int iSpellLevel, int iSpellID) { // TRUE means we pass int iReturn = TRUE; return iReturn; } // End of file Debug lines. Uncomment below "/*" with "//" and compile. /* void main() { return; } //*/