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I am about to start a new BB campaign (using the 0one Games module "Fangs from the Past") and want to pitch a house rule I've been developing - What if Spellcraft in its BB form was used more akin to Use Magic Device in the CRB? Here's how I see it working:
Identify a potion, scroll, wand
- Use Detect Magic
- Spellcraft DC 15 + caster level
Identify other magic item
- Use Detect Magic
- Spellcraft DC 20
Identify a spell being cast
- Spellcraft DC 15 + spell level
Use a scroll
If the correct class ...
- Use Read Magic
- Spellcraft DC 20
If another class ...
- Spellcraft DC 20
Use a wand
If the correct class ...
- Use the wand
If another class ...
- Spellcraft DC 20
In your collective opinion, would this application of Spellcraft horribly unbalance the game? I feel as though non-casters at 1st-2nd level wouldn't be able to invest heavily enough in the skill to reliably use scrolls and wands in combat. The main unbalancing factor, in my opinion, would be wizards and clerics potentially having the entirety of the game's magic system at their disposal. Even so, at 1st-2nd level, it still wouldn't be combat-viable, right?
I'd appreciate any and all comments, suggestions, and alterations to what I've developed. Cheers!

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I would add Use Magic Device, but my OCD dislikes that there's no option for it on the provided character sheets or Hero Lab. Plus, we'd then have the continued problem of Spellcraft being too weak or vague to be considered useful.
Would the existence of UMD or Spellcraft-as-UMD horribly unbalance a BB game?

Sean K Reynolds Designer, RPG Superstar Judge |

Not at all.
Especially as there's a lot of overlap between Kn(arcana) and Spellcraft, if you wanted to remodel Kn(arcana) as "the skill that lets you know esoteric things about magic" and Spellcraft as "the skill that lets you figure out how to use magic items you wouldn't normally be able to use." And it would let you use the Beginner Box character sheets. :)