FEATS and SKILLS

Feats and skills are presented as they are in the Player's Handbook. You can sort feats by name and type, while you can sort skills by name or key ability, and limit by restricted skill classes.

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NameType
NameKey AbilityClass
Wild Magic (Wis)

Use this skill to prevent Wild Surges.

Check: You can attempt to prevent Wild Surges when you cast a spell with the Wild descriptor. The base DC for negating all wild surges is 20 + the level of the spell. The base DC for only negating the chance for a Major Surge is 15 + the level of the spell. You must choose which DC to use before you make the check.

Action: None. Making a wild magic check doesn't require an action, it is made as a part of a spellcasting action.

Try Again: No.

Special: This is a cross-class skill for all classes by default. Use the Wild Mage feat to gain this as a class skill.

Synergy: If you have 5 or more ranks in Concentration, you get a +2 bonus on Wild Magic checks.

If you have 5 or more ranks in Wild Magic, you get a +2 bonus on Use Magic Device checks when trying to activate an item blindly.

All or part of this skill is open game content, as described here.

Wild MagicWis 
Use Magic Device (Cha; Trained Only; Class Skill for Bard and Rogue)

Use this skill to activate magic.

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 below.

Activate Blindly: DC 25

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 special +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 it 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 run when you cast a spell from a scroll that you could not otherwise cast yourself.

Decipher a Written Spell: DC 25 + spell level

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: DC 30

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: DC 20

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: DC 25

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 race of your choice. You can emulate only one race at a time.

Use a Scroll: DC 20 + caster level

If you are casting a spell from a scroll, you have to decipher it first. 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 (see above).

This use of the skill also applies to other spell completion magic items.

Use a Wand: DC 20

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. This use of the skill also applies to other spell trigger magic items, such as staffs.

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.

If you have the Magical Aptitude feat, you get a +2 bonus on Use Magic Device checks.

Synergy: If you have 5 or more ranks in Spellcraft, you get a +2 bonus on Use Magic Device checks related to scrolls.

If you have 5 or more ranks in Decipher Script, you get a +2 bonus on Use Magic Device checks related to scrolls.

If you have 5 or more ranks in Use Magic Device, you get a +2 bonus to Spellcraft checks made to decipher spells on scrolls.

If you have 5 or more ranks in Wild Magic, you get a +2 bonus on Use Magic Device checks when trying to activate an item blindly.

All or part of this skill is open game content, as described here.

Use Magic DeviceChaBard, Rogue 
Cannibalize Item [General]

Choose either arcane, divine or psionic. You can draw the energies from an item of that type to offset the XP cost of creating a new item of the same general type.

Prerequisite: Any Item Creation feat that can create an item of the type you chose.

Benefit: You may only use this feat on an item that you can create with your current feats and at your current level.

You may draw an amount of XP equal to 1/25th the item's base price in gp. If the item has charges (such as a wand), and the item is not full, the amount of XP is multiplied by the number of charges left, then divided by the number of charges the item had when full. (Example: A wand of fireballs that casts at fifth level costs 450xp when full. If there were only 15 charges left, you would only receieve 135xp (450 * 15 / 50).) You may cannibalize more than one item in the process of creating a single item. You can not partially drain a item; it's all or nothing.

For every 500xp drawn from a single cannibalized item, add one day to the length of time needed to create the new item. You may not cannibalize so many items that the length of time more than doubles. If you draw more XP from cannibalized items than you need to create the new item, the extra XP is lost.

A cannibalized item loses all magical properties, but is still considered masterwork.

Special: You may take this feat multiple times. Each time, it applies to a new type of item (arcane, divine or psionic).

All or part of this feat is open game content, as described here.

Cannibalize ItemGeneral
Imbue With Wildness [Metamagic]

You have learned how to cause random fluctuations in normal spells.

Prerequisite: At least 2 ranks in Wild Magic, and you have learned and cast at least two different spells with the Wild descriptor.

Benefit: A spell enhanced with this feat gains the Wild descriptor, with all the restrictions and benefits that entails. (For example, any other spell-modifying metamagic feats applied to it become useless.) If the spell already has the Wild descriptor, this feat has no effect on it. A spell imbued with wildness takes up a spell slot one level higher than its actual level.

All or part of this feat is open game content, as described here.

Imbue With WildnessMetamagic
Wild Mage [General]

You have gained insight into the fundamentals of Wild magic.

Prerequisite: Imbue With Wildness, at least 2 ranks in Wild Magic, and you have learned and cast at least two different spells with the Wild descriptor.

Benefit: You gain a +2 insight bonus to Wild Magic checks. Wild Magic is now a class skill.

Special: A wizard may select Wild Mage as one of his bonus feats.

All or part of this feat is open game content, as described here.

Wild MageGeneral
Wild Master [General]

You have gained incredible insight into the fundamentals of Wild magic.

Prerequisite: Wild Mage, Imbue With Wildness, at least 9 ranks in Wild Magic, and you have learned and cast at least four different spells with the Wild descriptor.

Benefit: The +2 insight bonus to Wild Magic checks granted by the Wild Mage feat increases to +4. Furthermore, you may reroll any wild magic result once a day. This can either be a Wild Magic skill roll, or any surge roll. You must take the result of the reroll, even if it's worse than the original roll.

Special: A wizard may select Wild Master as one of his bonus feats.

All or part of this feat is open game content, as described here.

Wild MasterGeneral
Wild Savant [General]

You have gained almost god-like insight into the fundamentals of Wild magic.

Prerequisite: Wild Master, Wild Mage, Imbue With Wildness, at least 15 ranks in Wild Magic, and you have learned and cast at least six different spells with the Wild descriptor.

Benefit: As Wild Master, but you may now reroll any two wild magic results each day. These can either be a Wild Magic skill rolls, or any surge rolls. You must take the result of the reroll, even if it's worse than the original roll.

Furthermore, before any major wild surge roll, you may select which target of your spell may receive its effects, or you can decide to take the effects yourself. If your chosen target isn't affected by your original spell (due to SR, saving throws, etc), the surge affects you as normal. If the surge doesn't affect a target of the spell, the surge behaves as normal.

Special: A wizard may select Wild Savant as one of his bonus feats.

All or part of this feat is open game content, as described here.

Wild SavantGeneral
Improved Glide [General]

You have strengthened your wings and can control your falls better.

Prerequisite: Woodsprite, Endurance, 6 ranks in Jump.

Benefit: When you fall a distance, you may travel eight times that distance horizontally. Your maneuverability increases to poor.

All or part of this feat is open game content, as described here.

Improved GlideGeneral
Woodsprite Flight [General]

You have strengthed your wings and have unlocked the secrets of flight.

Prerequisite: Woodsprite, Endurance, 9 ranks in Jump, Improved Glide.

Benefit: You gain a fly speed of 30 feet with average maneuverability.

All or part of this feat is open game content, as described here.

Woodsprite FlightGeneral