Does a mage need use magic device?


Rules Questions


I've been looking around and I've noticed a few things (ancient magic devices mostly) that state a use magic device check DC X is needed to activate it. So I'm wondering is it worth putting points into use magic device for a mage or is there a rule saying they can activate things like this automatically or with a level check?


UMD is one of the more powerfull skills so it is defenetly worth it.
I dont know any rules that would let a wizard activate what sounds like plot specifk stuff.
But if you are a wizard get UMD on your headband and it will be maxed out automatically.
If you by mage meen any arcane caster then the wizard advice is less impressive but the rest is still true.


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A mage can use UMD for divine magic items and some rare items that need UMD for activation.
Is its worth the skill points? In general i would say no but it can be cool for some RP reasons or special character ideas.


Is this a rules question or advice question?

Rules: Many, but not all, devices are based on if spell is on your list or alike (spell trigger / spell completion). If the spell is NOT on the wizard list, then you need to resort to UMD to activate it. Similarly, there are a number of items that only function for classes / alignments. UMD could be used to bypass such things. Eg. Robes of the Archmagi are aligned and your could emulate alignment on them to get around the negative levels of a mis-aligned one if your GM throws it in.

Advice: I can take it or leave it on a wizard, and to me it's mostly up to you and the fluff of the char. I would 100% recommend UMD to a sorc because it's a class skill AND is Char based so your far more likely to get better in it quicker. Less so with a Wizard. It feels more right on a sorc for some reason to me. Dunno why. That said, being able to cast a cleric scroll CAN be important if your planning on Ressing your dead cleric friend. Being able to keep solidering on rather than running back to town for a res can be worthwhile.


Okay thanks I sort of got the impression it was largely automatic for magic users and UMD was for non-magic using classes prior to hitting these items. I'll probably throw a few points on it for my magic users as well then.

Shadow Lodge

It's not uncommon for newbies to misunderstand how UMD works.

It's intended for a non-magic user to activate an item they'd not normally be able to. For example, to use a wand, you'd normally need the spell on that wand to be in your class' spells list. If it's not, you can make a UMD check and if you pass a certain DC, you'll still be able to use it like a caster could.

Casters can still take it if, for example, a wizard wanted to cast a druid spell that they'd normally not have access to.

In terms of what you're talking about, a caster can "automatically" use devices (like a wand) if they meet the rules (eg. the spell on the wand is a wizard spell).


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Pathfinder Adventure Path Subscriber; Starfinder Charter Superscriber

Pound for pound the best skill out there in my opinion. I have seen ninja and rogues become clerics simply by a high UMD and able to activate wands and scrolls, etc.

I do what was mentioned above for my wizards and put it into a headband so it is always maxed out. If possible, I will take Dangerously Curious trait for any class that does not have it as a class skill. Always at least sink a point into it to be able to make the try if needed.

Grand Lodge

Pathfinder PF Special Edition, Starfinder Roleplaying Game Subscriber
Avatar-1 wrote:

It's not uncommon for newbies to misunderstand how UMD works.

It's intended for a non-magic user to activate an item they'd not normally be able to. For example, to use a wand, you'd normally need the spell on that wand to be in your class' spells list. If it's not, you can make a UMD check and if you pass a certain DC, you'll still be able to use it like a caster could.

Casters can still take it if, for example, a wizard wanted to cast a druid spell that they'd normally not have access to.

In terms of what you're talking about, a caster can "automatically" use devices (like a wand) if they meet the rules (eg. the spell on the wand is a wizard spell).

UMD traces it's ancestry from the original thieve's percentage chance to activate a magic item that was part of the class in First Edition AD+D. Gygax pretty much modeled it from Fritz Leiber's Fafhrd and the Grey Mouser series whose thief character was a thief who learned just enough magic to get himself in trouble with it.


Avatar-1 wrote:

It's not uncommon for newbies to misunderstand how UMD works.

It's intended for a non-magic user to activate an item they'd not normally be able to. For example, to use a wand, you'd normally need the spell on that wand to be in your class' spells list. If it's not, you can make a UMD check and if you pass a certain DC, you'll still be able to use it like a caster could.

Casters can still take it if, for example, a wizard wanted to cast a druid spell that they'd normally not have access to.

In terms of what you're talking about, a caster can "automatically" use devices (like a wand) if they meet the rules (eg. the spell on the wand is a wizard spell).

That was what I thought but then I saw things like the portals in second darkness that mention a use magic device check to activate but no other option.


Personally, I'd dump 1 point into it to unlock it and on later levels get it to where I can take 10 on a DC 20 check.

Silver Crusade

Pragmatic Activator + UMD on Int headband = very respectable UMD.

You may as well put UMD on your headband because most of your Int-based skills will already have ranks in them, as will any other skills you use regularly.


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Maklak wrote:
Personally, I'd dump 1 point into it to unlock it and on later levels get it to where I can take 10 on a DC 20 check.

As far as I understand the rules, you can never take 10 on the UMD skill.

Dark Archive

Eldmar wrote:
Maklak wrote:
Personally, I'd dump 1 point into it to unlock it and on later levels get it to where I can take 10 on a DC 20 check.

As far as I understand the rules, you can never take 10 on the UMD skill.

That is true. From the end of the skill:

Quote:

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.

And you cannot take a 20 due to this ruling:

Quote:
Since taking 20 assumes that your character will fail many times before succeeding, your character would automatically incur any penalties for failure before he or she could complete the task (hence why it is generally not allowed with skills that carry such penalties).

Since you take any failures, taking 20 on UMD automatically assumes that you roll a 1, and thus cannot try again for 24 hours.


I see the problem on going back and double checking the portals its a use magic device check if you don't have the proper key. Interesting with the key anyone can open them, without it you need someone with use magic device meaning a level 20, mythic tier 10 archamge who made the mistake of assuming he wouldn't need UMD couldn't open it, fun.

Liberty's Edge

Ecaterina Ducaird wrote:

Is this a rules question or advice question?

Rules: Many, but not all, devices are based on if spell is on your list or alike (spell trigger / spell completion). If the spell is NOT on the wizard list, then you need to resort to UMD to activate it. Similarly, there are a number of items that only function for classes / alignments. UMD could be used to bypass such things. Eg. Robes of the Archmagi are aligned and your could emulate alignment on them to get around the negative levels of a mis-aligned one if your GM throws it in.

Advice: I can take it or leave it on a wizard, and to me it's mostly up to you and the fluff of the char. I would 100% recommend UMD to a sorc because it's a class skill AND is Char based so your far more likely to get better in it quicker. Less so with a Wizard. It feels more right on a sorc for some reason to me. Dunno why. That said, being able to cast a cleric scroll CAN be important if your planning on Ressing your dead cleric friend. Being able to keep solidering on rather than running back to town for a res can be worthwhile.

Hmm

PRD - Use Magic Device wrote:


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.

....

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.

PRD - robes of the archmagi wrote:


To most wearers, the robe offers no powers or has no effects unless the wearer's alignment doesn't match that of the robe (see below).

.....

As mentioned above, all robes of the archmagi are attuned to a specific alignment. If a white robe is donned by an evil character, she immediately gains three permanent negative levels. The same is true with respect to a black robe donned by a good character. An evil or good character who puts on a gray robe, or a neutral character who dons either a white or black robe, gains two permanent negative levels. While these negative levels remain as long as the garment is worn and cannot be overcome in any way (including restoration spells), they are immediately removed if the robe is removed.

The "Emulate an Alignment" check allow you to use the robe benefits for 1 hour has if you where of the appropriate alignment, but you will still suffer from the negative levels.


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Such an archmage can probably snap his fingers twice and have an appropriate key in his hand.


Pathfinder Adventure Path Subscriber; Starfinder Charter Superscriber

I would agree with Diego in that you could activate the effects of the robe but you would still probably suffer the effects of your actual alignment. However, you may want to take that one up with your DM.

Also, UMD can be used by a non-Half-Elf to emulate a race and activate a wand of Paragon Surge for a wizard or sorcerer. If you make the emulate a class check as well, then any type of non-Half-Elf could use it. That could be fun...

Liberty's Edge

Hendelbolaf wrote:

I would agree with Diego in that you could activate the effects of the robe but you would still probably suffer the effects of your actual alignment. However, you may want to take that one up with your DM.

Also, UMD can be used by a non-Half-Elf to emulate a race and activate a wand of Paragon Surge for a wizard or sorcerer. If you make the emulate a class check as well, then any type of non-Half-Elf could use it. That could be fun...

You can use the wand, but the spell will do nothing for you. UMD don't change the range or target of a spell a Paragon surge say: "Range personal (half-elf only)".

A wizard of sorcerer can use a wand of paragon surge without the need for a UMD even if they aren't half elfs. Being half elfs isn't a requirement to use the spell, it is a requirement to benefit from it.

You would be in the same situation of a intelligent construct with the ability to cast cure light wound. It do nothing for you, but you can still cast it.

- * -

Looking to your avatar (he is the iconic summoner) I think that if he was able to learn paragon surge, he could cast it on his eidolon and it will work, as the share spell ability say: "Share Spells (Ex): The summoner may cast a spell with a target of “you” on his eidolon (as a spell with a range of touch) instead of on himself. A summoner may cast spells on his eidolon even if the spells normally do not affect creatures of the eidolon's type (outsider). Spells cast in this way must come from the summoner spell list. This ability does not allow the eidolon to share abilities that are not spells, even if they function like spells."
Or it would work for a wizard or witch familiar. both classes have the spell on their spell list.

Weird.


Pathfinder Adventure Path Subscriber; Starfinder Charter Superscriber
Diego Rossi wrote:
Hendelbolaf wrote:

I would agree with Diego in that you could activate the effects of the robe but you would still probably suffer the effects of your actual alignment. However, you may want to take that one up with your DM.

Also, UMD can be used by a non-Half-Elf to emulate a race and activate a wand of Paragon Surge for a wizard or sorcerer. If you make the emulate a class check as well, then any type of non-Half-Elf could use it. That could be fun...

You can use the wand, but the spell will do nothing for you. UMD don't change the range or target of a spell a Paragon surge say: "Range personal (half-elf only)".

A wizard of sorcerer can use a wand of paragon surge without the need for a UMD even if they aren't half elfs. Being half elfs isn't a requirement to use the spell, it is a requirement to benefit from it.

You would be in the same situation of a intelligent construct with the ability to cast cure light wound. It do nothing for you, but you can still cast it.

Good point as the Half-Elf only is under the range, ie. the target. Thanks for the insight!

Grand Lodge

Happler wrote:
Eldmar wrote:
Maklak wrote:
Personally, I'd dump 1 point into it to unlock it and on later levels get it to where I can take 10 on a DC 20 check.

As far as I understand the rules, you can never take 10 on the UMD skill.

That is true. From the end of the skill:

Quote:

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.

And you cannot take a 20 due to this ruling:

Quote:
Since taking 20 assumes that your character will fail many times before succeeding, your character would automatically incur any penalties for failure before he or she could complete the task (hence why it is generally not allowed with skills that carry such penalties).
Since you take any failures, taking 20 on UMD automatically assumes that you roll a 1, and thus cannot try again for 24 hours.

Remember that the "Roll a 1, unable to use the device for 24 hours" rule only applies if a 1 fails.

If your UMD is +19, you will never fail an activate a wand UMD check, so you will never get locked out of using the wand.


Diego Rossi wrote:
Quote:
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 "Emulate an Alignment" check allow you to use the robe benefits for 1 hour has if you where of the appropriate alignment, but you will still suffer from the negative levels.

I don't see how you get that. It's pretty clear that if you emulate an alignment the item treats you as though that was your alignment whether or not it really is. No damage, no negative levels. The negative levels require the item to consider you of another alignment, but it doesn't because you emulate the right one.

kinevon wrote:

Remember that the "Roll a 1, unable to use the device for 24 hours" rule only applies if a 1 fails.

If your UMD is +19, you will never fail an activate a wand UMD check, so you will never get locked out of using the wand.

And if you use an item once, then you get a +2 bonus on using it again. So you really just need a +17 native modifier. With Dangerously Curious anyone can have it as a class skill and get a +1 bonus. So you just need another +13 to be able to hit that +17. So level 13 with no charisma mod. With a mod it gets lower, and some items can lower it further.

Anyhow, UMD it is useful to have. It lets you use some Staves and other items you find without issue. If the staff even has ONE spell you can cast, then you can recharge the staff. It's a decent way to get access to some spells that aren't on your list but are very good to have situationally. This is even more true if you can make custom staves.

And of course it lets you use a Wand of CLW. My character is just level 5, but with a +10 bonus (5 + 4 (dangerously curious) + 1), his +12 to use his wand of CLW makes it work most of the time. And a rare wasted charge isn't that bad. Granted it is best of the Cleric can use it, but in a few more levels that will mostly go away.

And there are some other random stuff that's nice to use as well.


Hendelbolaf wrote:

Pound for pound the best skill out there in my opinion. I have seen ninja and rogues become clerics simply by a high UMD and able to activate wands and scrolls, etc.

Second best after perception :P

Quote:


I do what was mentioned above for my wizards and put it into a headband so it is always maxed out. If possible, I will take Dangerously Curious trait for any class that does not have it as a class skill. Always at least sink a point into it to be able to make the try if needed.

For wizards, there's a better trait, pragmatic activator . Dangerously Curious (or Underlying Principles, which does the same) gives you +4 (+1 trait plus class skill). Swaping CHA for INT might be as much as +10 if you dumped Charisma to 7 and have INT 26.


Drachasor wrote:
And of course it lets you use a Wand of CLW. My character is just level 5, but with a +10 bonus (5 + 4 (dangerously curious) + 1), his +12 to use his wand of CLW makes it work most of the time. And a a rare wasted charge isn't that bad. Granted it is best of the Cleric can use it, but in a few more levels that will mostly go away

You don't waste charges on a miss.

Use a Wand, Staff, or Other Spell Trigger Item: 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. Failing the roll does not expend a charge. from the PRD


gustavo iglesias wrote:
For wizards, there's a better trait, pragmatic activator. Dangerously Curious (or Underlying Principles, which does the same) gives you +4 (+1 trait plus class skill). Swaping CHA for INT might be as much as +10 if you dumped Charisma to 7 and have INT 26.

Oh, that is nice. Right now DangCur gives me a +4 bonus, but my int is 20 so that would give me one more. And it will definitely grow in time. Somehow I missed that.

Thanks.

gustavo iglesias wrote:
Drachasor wrote:
And of course it lets you use a Wand of CLW. My character is just level 5, but with a +10 bonus (5 + 4 (dangerously curious) + 1), his +12 to use his wand of CLW makes it work most of the time. And a a rare wasted charge isn't that bad. Granted it is best of the Cleric can use it, but in a few more levels that will mostly go away

You don't waste charges on a miss.

Use a Wand, Staff, or Other Spell Trigger Item: 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. Failing the roll does not expend a charge. from the PRD

Somehow I thought you did if you rolled a 1. Somehow my brain got mixed up. How embarrassing.

Grand Lodge

You only lose the ability to use that specific wand for 24 hours on a 1, and that is only if it would fail to activate. If you are using a known wand, and your UMD is +19, even a 1 works, so you never lose the ability to activate it as long as it has charges left...

Note: if the two traits are in different groups (Magic and Faith, for example), and they don't give their bonuses as trait bonuses, they will stack.

There is one of the Int for a Cha skioll trait that is in a different type than Dangerously Curious, so you get the Int mod instead of the Cha mod, the +3 for a class skill, and the +1 trait bonus, plus the ranks from skill points. It can add up quick.

So, +5 Int, +3 class skill, +1 trait bonus, +X ranks. X = 5 for your PC, so:
+14, not counting anything like an Ioun stone that can give a competence bonus to the skill.

Would put you in striking range of that +19...

Liberty's Edge

Drachasor wrote:
Diego Rossi wrote:
Quote:
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 "Emulate an Alignment" check allow you to use the robe benefits for 1 hour has if you where of the appropriate alignment, but you will still suffer from the negative levels.

Very simple: you don't change your nature.

It is like the wand of Paragon surge. You can fool it into "thinking" that you are a member of a race for the activation, but the targeting and effects are still linked to what you are.

The robe has a set of powers:
"These powers are as follows.
• +5 armor bonus to AC.
• Spell resistance 18.
• +4 resistance bonus on all saving throws.
• +2 enhancement bonus on caster level checks made to overcome spell resistance."
You fool the robe into thinking you have the right alignment and those powers activate.

Then there is a drawback that isn't a power and explicitly say it can't be overcome in any way:
"If a white robe is donned by an evil character, she immediately gains three permanent negative levels. The same is true with respect to a black robe donned by a good character. An evil or good character who puts on a gray robe, or a neutral character who dons either a white or black robe, gains two permanent negative levels. While these negative levels remain as long as the garment is worn and cannot be overcome in any way (including restoration spells), they are immediately removed if the robe is removed."

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