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									Rules - Dark Intentions Forum				            </title>
            <link>https://dark-intentions.com/community/rules/</link>
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							                    <item>
                        <title>Knowledge Devotion, Knowledge Checks and Monster Lore</title>
                        <link>https://dark-intentions.com/community/rules/knowledge-devotion-knowledge-checks-and-monster-lore/</link>
                        <pubDate>Sat, 12 Jun 2021 18:28:48 +0000</pubDate>
                        <description><![CDATA[Knowledge Devotion Feat 3.5


 
 
 
 


Creature Types
Applicable Knowledge Skill
Creature Subtypes
Favored Enemy Groups


Aberration
Dungeoneering
Aquatic
Aberration


...]]></description>
                        <content:encoded><![CDATA[<table width="709">
<tbody>
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<td style="text-align: center" colspan="4" width="709"><strong>Knowledge Devotion Feat 3.5</strong></td>
</tr>
<tr>
<td> </td>
<td> </td>
<td> </td>
<td> </td>
</tr>
<tr>
<td><strong>Creature Types</strong></td>
<td><strong>Applicable Knowledge Skill</strong></td>
<td><strong>Creature Subtypes</strong></td>
<td><strong>Favored Enemy Groups</strong></td>
</tr>
<tr>
<td>Aberration</td>
<td>Dungeoneering</td>
<td>Aquatic</td>
<td>Aberration</td>
</tr>
<tr>
<td>Animal</td>
<td>Nature</td>
<td>Dwarf</td>
<td>Animal</td>
</tr>
<tr>
<td>Celestial</td>
<td>Planes</td>
<td>Elf</td>
<td>Construct</td>
</tr>
<tr>
<td>Construct</td>
<td>Arcana</td>
<td>Gnoll</td>
<td>Dragon</td>
</tr>
<tr>
<td>Dragon</td>
<td>Arcana</td>
<td>Gnome</td>
<td>Elemental</td>
</tr>
<tr>
<td>Elemental</td>
<td>Planes</td>
<td>Goblinoid</td>
<td>Fey</td>
</tr>
<tr>
<td>Fey</td>
<td>Nature</td>
<td>Halfling</td>
<td>Giant</td>
</tr>
<tr>
<td>Fiend</td>
<td>Planes</td>
<td>Human</td>
<td>Humanoid (aquatic)</td>
</tr>
<tr>
<td>Giant</td>
<td>Nature</td>
<td>Orc</td>
<td>Humanoid (dwarf)</td>
</tr>
<tr>
<td>Humanoid</td>
<td>Local*</td>
<td>Reptilian</td>
<td>Humanoid (elf)</td>
</tr>
<tr>
<td>Magical Beast</td>
<td>Arcana</td>
<td> </td>
<td>Humanoid (goblinoid)</td>
</tr>
<tr>
<td>Monstrous Humanoid</td>
<td>Nature</td>
<td> </td>
<td>Humanoid (gnoll)</td>
</tr>
<tr>
<td>Ooze</td>
<td>Dungeoneering</td>
<td> </td>
<td>Humanoid (gnome)</td>
</tr>
<tr>
<td>Outsider</td>
<td>Planes</td>
<td> </td>
<td>Humanoid (halfling)</td>
</tr>
<tr>
<td>Plant</td>
<td>Nature</td>
<td> </td>
<td>Humanoid (human)</td>
</tr>
<tr>
<td>Undead</td>
<td>Religion</td>
<td> </td>
<td>Humanoid (orc)</td>
</tr>
<tr>
<td>Vermin</td>
<td>Nature</td>
<td> </td>
<td>Humanoid (reptilian)</td>
</tr>
<tr>
<td> </td>
<td> </td>
<td> </td>
<td>Magical Beast</td>
</tr>
<tr>
<td> </td>
<td> </td>
<td> </td>
<td>Monstrous Humanoid</td>
</tr>
<tr>
<td> </td>
<td> </td>
<td> </td>
<td>Ooze</td>
</tr>
<tr>
<td> </td>
<td> </td>
<td> </td>
<td>Outsider (air)</td>
</tr>
<tr>
<td> </td>
<td> </td>
<td> </td>
<td>Outsider (chaotic)</td>
</tr>
<tr>
<td> </td>
<td> </td>
<td> </td>
<td>Outsider (earth)</td>
</tr>
<tr>
<td> </td>
<td> </td>
<td> </td>
<td>Outsider (evil)</td>
</tr>
<tr>
<td> </td>
<td> </td>
<td> </td>
<td>Outsider (fire)</td>
</tr>
<tr>
<td> </td>
<td> </td>
<td> </td>
<td>Outsider (good)</td>
</tr>
<tr>
<td> </td>
<td> </td>
<td> </td>
<td>Outsider (lawful)</td>
</tr>
<tr>
<td> </td>
<td> </td>
<td> </td>
<td>Outsider (native)</td>
</tr>
<tr>
<td> </td>
<td> </td>
<td> </td>
<td>Outsider (water)</td>
</tr>
<tr>
<td> </td>
<td> </td>
<td> </td>
<td>Plant</td>
</tr>
<tr>
<td> </td>
<td> </td>
<td> </td>
<td>Undead</td>
</tr>
<tr>
<td> </td>
<td> </td>
<td> </td>
<td>Vermin</td>
</tr>
<tr>
<td colspan="4"> </td>
</tr>
<tr>
<td style="text-align: left" colspan="4"><span style="color: #ff0000"><strong>For the purpose of this feat Monster Lore skill points stack with the applicable knowledge skill.</strong></span></td>
</tr>
<tr>
<td colspan="4"> </td>
</tr>
<tr>
<td style="text-align: center" colspan="4"><strong>Knowledge Skill Checks</strong></td>
</tr>
<tr>
<td colspan="4">For the below, subtract 5 from the DC if the creature is very common and add 5 (or more) if it is very rare</td>
</tr>
<tr>
<td style="text-align: justify" colspan="4">DC 10 + CR: Know basic information about the creature including its name, legends, and simple facts.</td>
</tr>
<tr>
<td colspan="4">DC 15 + CR: Know more intermediate information about the creature, some special abilities, etc.</td>
</tr>
<tr>
<td colspan="4">DC 20 + CR: Know expert information about the creature, weaknesses, rarely used abilities, detailed information.</td>
</tr>
<tr>
<td colspan="4">DC 25 + CR: Know everything there is to know, spell-like abilities, very well hidden weaknesses, everything.</td>
</tr>
<tr>
<td colspan="4"> </td>
</tr>
<tr>
<td colspan="4">In many cases, you can use this skill to identify monsters and their special powers or vulnerabilities. In general, the DC of such a check equals 10 + the monster’s HD. A successful check allows you to remember a bit of useful information about that monster. For every 5 points by which your check result exceeds the DC, you recall another piece of useful information.</td>
</tr>
<tr>
<td colspan="4"> </td>
</tr>
<tr>
<td style="text-align: left" colspan="4"><span style="color: #ff0000"><strong>Synergy:</strong></span> If you have 5 or more points in an applicable <span style="color: #0000ff"><strong>Knowledge Skill</strong></span> you may add a 2 point synergy bonus to your <strong><span style="color: #0000ff">Monster Lore</span></strong> skill.</td>
</tr>
<tr>
<td colspan="4"> </td>
</tr>
<tr>
<td style="text-align: center" colspan="4"><strong>Monster Lore</strong></td>
</tr>
<tr>
<td style="text-align: left" colspan="4"><strong><span style="color: #0000ff">Monster Lore</span></strong> allows for more granular knowledge and specific information not available to a general knowledge check. For example, while <strong><span style="color: #0000ff">Knowledge Arcana</span></strong> would provide most general knowledge in relation to dragons such as breath weapon, habitat etc. It would not be able to inform a character about a black dragon's mating rituals, the fact that bronze dragons eat Sahaugin because they taste like shark or any other atypical custom or habit.</td>
</tr>
<tr>
<td colspan="4"> </td>
</tr>
<tr>
<td colspan="4"> </td>
</tr>
<tr>
<td colspan="4"> </td>
</tr>
<tr>
<td colspan="4"> </td>
</tr>
<tr>
<td colspan="4"> </td>
</tr>
<tr>
<td colspan="4"> </td>
</tr>
<tr>
<td colspan="4"> </td>
</tr>
</tbody>
</table>]]></content:encoded>
						                            <category domain="https://dark-intentions.com/community/rules/">Rules</category>                        <dc:creator>Dorym</dc:creator>
                        <guid isPermaLink="true">https://dark-intentions.com/community/rules/knowledge-devotion-knowledge-checks-and-monster-lore/</guid>
                    </item>
				                    <item>
                        <title>House Rules Quick Reference Guide</title>
                        <link>https://dark-intentions.com/community/rules/house-rules-quick-reference-guide/</link>
                        <pubDate>Sat, 10 Apr 2021 17:14:34 +0000</pubDate>
                        <description><![CDATA[House Rules
 
Rule Number 1: The DM has final say whether you like the decision or not. In the case of the latter feel free to utilize the tissue box in the Message Board area.
Rule Numbe...]]></description>
                        <content:encoded><![CDATA[<h2><strong>House Rules</strong></h2>
<p> </p>
<p><span style="font-weight: 400">Rule Number 1: The DM has final say whether you like the decision or not. In the case of the latter feel free to utilize the tissue box in the Message Board area.</span></p>
<p><span style="font-weight: 400">Rule Number 2: With the exception of rule Number 1, all other rules, published or otherwise may be altered or ignored by the DM as fits the campaign. In short, don’t be a rules lawyer. If you feel the need to cry, complain, whine or bitch feel free to utilize the tissue box in the Message Board area. </span></p>
<p><span style="font-weight: 400">Rule Number 3: Understand the difference between character knowledge and player knowledge (PK). Sanctions will be imposed if a player is found to be using PK for character gain or benefit.</span></p>
<p> </p>
<p>....................................................................................................................................................................................................</p>
<p><strong>Spell DC:</strong></p>
<p>A spells DC is determined by: 10 + Ability Modifier + Spell Level + 1/2 Caster Level</p>
<p>For example a 10th level wizard with an intelligence of 18 (+4 modifier) casting fireball (level 3) would have a DC of 22</p>
<p> </p>
<p><strong>Spell Damage level cap:</strong></p>
<p>Spell level damage dice have their caps doubled.</p>
<p>For example a fireball with a normal level cap of 10 is doubled to 20.</p>
<p> </p>
<p><strong>Exotic Weapon Feats:</strong></p>
<p>Exotic weapons can be learned using as skill point instead.</p>
<p>For example a player wants to learn to use the elven thinblade they would spend one skill point to do so and track it in Herolab as Kowledge Elven Thinblade (Custom Knowledge Skill)</p>
<p> </p>
<p><strong>Sneak Attacks:</strong></p>
<p>A character can only ever make a single sneak attack each round unless they have a feat that allows sneak attack damage to be applied to additional attacks under specific circumstances.</p>
<p>For example a rogue with 2 attacks per round would only be able to sneak attack on the first attack. The second attack resolves as normal. If the same rogue has the Telling Blow feat and crits on the second attack he would then be allowed to add his sneak attack dice to the damage. </p>
<p> </p>
<p><strong>Languages:</strong></p>
<p>Languages can be learned for a single skill point and incur no cross class penalty. Adjust the skill point accordingly in Herolab under Permanent Adjustments Skill Points Total and label as Language.</p>
<p> </p>
<p><strong>Arcane Disciple (House Rule Variant)</strong></p>
<p>Choose a deity, and then select a domain available to clerics of that deity. You can learn to cast the spells associated with that domain as arcane spells.</p>
<h4>Prerequisite</h4>
<p><a href="http://dnd.arkalseif.info/skills/knowledge-religion/index.html">Knowledge (religion)</a><span> </span>4 ranks,<span> </span><a href="http://dnd.arkalseif.info/skills/spellcraft/index.html">Spellcraft</a><span> </span>4 ranks, able to cast arcane spells, alignment matches your deity's alignment,</p>
<div class="nice-textile">
<h4>Benefit</h4>
<p>Add the chosen domain's spells to your class list of arcane spells. If you have arcane spellcasting ability from more than one class, you must pick which arcane spellcasting ability this feat applies to. Once chosen, this decision cannot be changed for that feat. You may learn these spells as normal for your class. Use the normal ability for your spellcasting and for determining the save DC for the spell. In addition, you must have an ability score equal to 10 + the spell's level in order to prepare or cast a spell gained from this feat. Each day, you may prepare (or cast, if you cast spells without preparation) any of these spells as allowed by caster level.</p>
<h4>Special</h4>
<p>You can take this feat more than once. Each time, you must select a different domain available to the same deity you chose the first time you selected the feat. For example, a character who chose Heironeous and the Good domain with his first selection could choose Law or War with successive selections of the same feat. He couldn't choose Protection, since that domain isn't available to clerics of Heironeous.</p>
</div>
<p> </p>
<p><strong>Upbringing Feat:</strong></p>
<p>All characters receive a free upbringing feat. This feat has to be relevant to and make sense with their back story. </p>
<p> </p>]]></content:encoded>
						                            <category domain="https://dark-intentions.com/community/rules/">Rules</category>                        <dc:creator>Dorym</dc:creator>
                        <guid isPermaLink="true">https://dark-intentions.com/community/rules/house-rules-quick-reference-guide/</guid>
                    </item>
				                    <item>
                        <title>Construction Cost</title>
                        <link>https://dark-intentions.com/community/rules/construction-cost/</link>
                        <pubDate>Wed, 07 Apr 2021 00:08:39 +0000</pubDate>
                        <description><![CDATA[Buildings:
I based everything on a cost/square foot figure for each building type and material, and expressed upgrades as additional costs. You must calculate costs for each story of the bu...]]></description>
                        <content:encoded><![CDATA[<p><strong>Buildings:</strong></p>
<p><span style="font-weight: 400">I based everything on a cost/square foot figure for each building type and material, and expressed upgrades as additional costs. You must calculate costs for each story of the building separately and then add them together.</span></p>
<p> </p>
<p><strong>Simple One Room Hovel</strong></p>
<p><span style="font-weight: 400">(assuming 25'X25', or 625 sqft)</span></p>
<p> </p>
<p><span style="font-weight: 400">Cost is .5gp/sqft</span></p>
<p> </p>
<p><span style="font-weight: 400">This gets you a wooden, poorly framed structure (no interior walls), a thatched roof, clay floor, simple shallow foundation, and a small and simple hearth for 312.5gp</span></p>
<p> </p>
<p><strong>Upgrades:</strong></p>
<p> </p>
<p><span style="font-weight: 400">Wooden Plank Flooring: additional .25gp/sqft, for 468.75gp</span></p>
<p><span style="font-weight: 400">Earthen Root Cellar (also includes the necessary Plank Floor): +.5gp/sqft, for 625gp.</span></p>
<p><span style="font-weight: 400">Plank or Wooden Shingle Roof: +1gp/sqft, for 937.5gp</span></p>
<p><span style="font-weight: 400">Simple House through Grand House</span></p>
<p><span style="font-weight: 400">I assumed a 25'X40'=1000sqft Simple House (1-3 rooms), and a 50'X100'=5000sqft Grand House (4-10 rooms). These two structures are described as having wooden structures and thatched roofs.</span></p>
<p> </p>
<p><span style="font-weight: 400">Cost is 1gp/sqft</span></p>
<p> </p>
<p><strong>Upgrades:</strong></p>
<p> </p>
<p><span style="font-weight: 400">Plank or Wooden Shingle Roof: +1gp/sqft</span></p>
<p><span style="font-weight: 400">Clay Tile Roof: +2gp/sqft</span></p>
<p><span style="font-weight: 400">Slate Roof: +3gp/sqft</span></p>
<p><span style="font-weight: 400">Copper Roof: +4gp/sqft</span></p>
<p><span style="font-weight: 400">Brick Structure: +5gp/sqft</span></p>
<p><span style="font-weight: 400">Stone Structure: +6gp/sqft</span></p>
<p><span style="font-weight: 400">To accurately re-create the DMG Simple House:</span></p>
<p> </p>
<p><span style="font-weight: 400">25'X40', or 1000sqft-- This gets you a wooden structure (with interior walls), thatched roof, plank floor, adequate hearth(s) and a foundation, with a cellar for 1000gp.</span></p>
<p><span style="font-weight: 400">To accurately re-create the DMG Grand House:</span></p>
<p> </p>
<p><span style="font-weight: 400">50'X100', or 5000sqft-- This gets you a wooden structure (with interior walls), thatched roof, plank floor, adequate hearth(s) and a foundation, with a cellar for 5000gp.</span></p>
<p><span style="font-weight: 400">Mansion</span></p>
<p><span style="font-weight: 400">I assumed a 50'X100' 2-story, 10000sqft Mansion (10-20 rooms), which is said to have a wooden and brick structure and a slate roof.</span></p>
<p> </p>
<p><span style="font-weight: 400">Use above costs, and multiply by X2 due to quality of craftsmanship</span></p>
<p> </p>
<p><span style="font-weight: 400">To accurately re-create the DMG Mansion:</span></p>
<p> </p>
<p><span style="font-weight: 400">50'X100', 2-story, or 10,000sqft-- 5000sqft 1st Floor= 5000X6gp (1gp base+5gp for Brick)=30,000gp 5000sqft 2nd Floor= 5000X4gp (1gp base+3gp for Slate Roof)= 20,000gp</span></p>
<p> </p>
<p><span style="font-weight: 400">50,000gp X2 for Mansion multiplier = 100,000gp</span></p>
<p> </p>
<p><strong>Towers, Keeps, Castles</strong></p>
<p><span style="font-weight: 400">For Towers, Keeps, Castles, etc., I haven't been able to extrapolate anything clean to use as a base yet, so I would suggest to just use the prices for those as listed (50,000gp for a tower, etc.)</span></p>
<p> </p>
<p><strong>Building Costs</strong></p>
<p><span style="font-weight: 400"> X Luxury Factor*</span></p>
<p> </p>
<p><span style="font-weight: 400">Such as X2 for a Mansion</span></p>
<p> </p>
<p><span style="font-weight: 400">So, a 1000 sqft Simple House with no upgrades would take 1000 Man Hours... so a 20 man crew could build it in 5 10-hours days. Sven's House would take 1600 Man Hours, or a 20 man crew 8 10-hour days. A 100,000 Mansion would take 20,000 Man Hours, or 50 men 40 10-hour days.</span></p>
<p> </p>
<p><span style="font-weight: 400">Example</span></p>
<p><span style="font-weight: 400">To recreate an example of Sven's house, which went for 16,000gp</span></p>
<p> </p>
<p><span style="font-weight: 400">Small, well built house, 25'X40', 2-stories (both stone) with a slate roof, wood plank floors, hearths, and a cellar, 2000sqft--</span></p>
<p><span style="font-weight: 400">1000sqft 1st floor, 1000X7 (1gp base + 6gp for Stone)= 7000gp</span></p>
<p><span style="font-weight: 400">1000sqft 2nd floor, 1000X10 (1gp base + 6gp Stone and 3gp for Slate Roof)= 10,000</span></p>
<p><span style="font-weight: 400">7000+10000= 17,000gp (Since its in the Mudsitters District, across from the Blackrazor Guild, it went for 16,000gp )</span></p>]]></content:encoded>
						                            <category domain="https://dark-intentions.com/community/rules/">Rules</category>                        <dc:creator>Dorym</dc:creator>
                        <guid isPermaLink="true">https://dark-intentions.com/community/rules/construction-cost/</guid>
                    </item>
				                    <item>
                        <title>Scroll Use</title>
                        <link>https://dark-intentions.com/community/rules/scroll-use/</link>
                        <pubDate>Wed, 07 Apr 2021 00:07:38 +0000</pubDate>
                        <description><![CDATA[Scroll Use:
 
Scrolls
A scroll is a spell (or collection of spells) that has been stored in written form. A spell on a scroll can be used only once. The writing vanishes from the scroll w...]]></description>
                        <content:encoded><![CDATA[<p><strong>Scroll Use:</strong></p>
<p> </p>
<p><strong>Scrolls</strong></p>
<p><span style="font-weight: 400">A scroll is a spell (or collection of spells) that has been stored in written form. A spell on a scroll can be used only once. The writing vanishes from the scroll when the spell is activated. Using a scroll is basically like casting a spell.</span></p>
<p> </p>
<p><strong>Physical Description</strong></p>
<p><span style="font-weight: 400">A scroll is a heavy sheet of fine vellum or high-quality paper. An area about 8 1/2 inches wide and 11 inches long is sufficient to hold one spell. The sheet is reinforced at the top and bottom with strips of leather slightly longer than the sheet is wide. A scroll holding more than one spell has the same width (about 8 1/2 inches) but is an extra foot or so long for each extra spell. Scrolls that hold three or more spells are usually fitted with reinforcing rods at each end rather than simple strips of leather. A scroll has AC 9, 1 hit point, hardness 0, and a break DC of 8.</span></p>
<p> </p>
<p><span style="font-weight: 400">To protect it from wrinkling or tearing, a scroll is rolled up from both ends to form a double cylinder. (This also helps the user unroll the scroll quickly.) The scroll is placed in a tube of ivory, jade, leather, metal, or wood. Most scroll cases are inscribed with magic symbols which often identify the owner or the spells stored on the scrolls inside. The symbols often hide magic traps.</span></p>
<p> </p>
<p><strong>Activation</strong></p>
<p><span style="font-weight: 400">To activate a scroll, a spellcaster must read the spell written on it. Doing so involves several steps and conditions.</span></p>
<p> </p>
<p><strong>Decipher the Writing</strong></p>
<p><span style="font-weight: 400">The writing on a scroll must be deciphered before a character can use it or know exactly what spell it contains.</span> <strong>This requires a read magic spell or a successful Spellcraft check (DC 20 + spell level).</strong></p>
<p> </p>
<p><strong>Deciphering a scroll to determine its contents does not activate its magic unless it is a specially prepared cursed scroll. </strong><span style="font-weight: 400">A character can decipher the writing on a scroll in advance so that he or she can proceed directly to the next step when the time comes to use the scroll.</span></p>
<p> </p>
<p><strong>Activate the Spell</strong></p>
<p><span style="font-weight: 400">Activating a scroll requires reading the spell from the scroll. </span><strong>The character must be able to see and read the writing on the scroll. Activating a scroll spell requires no material components or focus. (The creator of the scroll provided these when scribing the scroll.)</strong><span style="font-weight: 400"> Note that some spells are effective only when cast on an item or items. In such a case, the scroll user must provide the item when activating the spell. Activating a scroll spell is subject to disruption just as casting a normally prepared spell would be. Using a scroll is like casting a spell for purposes of arcane spell failure chance.</span></p>
<p> </p>
<p><strong>To have any chance of activating a scroll spell, the scroll user must meet the following requirements:</strong></p>
<p> </p>
<p><strong>The spell must be of the correct type (arcane or divine). Arcane spellcasters (wizards, sorcerers, and bards) can only use scrolls containing arcane spells, and divine spellcasters (clerics, druids, paladins, and rangers) can only use scrolls containing divine spells. (The type of scroll a character creates is also determined by his or her class.)</strong></p>
<p> </p>
<p><strong>The user must have the spell on his or her class list.</strong></p>
<p> </p>
<p><strong>The user must have the requisite ability score.</strong></p>
<p> </p>
<p><strong>If the user meets all the requirements noted above, and her caster level is at least equal to the spell’s caster level, she can automatically activate the spell without a check. </strong><strong>If she meets all three requirements but her own caster level is lower than the scroll spell’s caster level, then she has to make a caster level check (DC=scroll’s caster level + 1) to cast the spell successfully.</strong><strong> If she fails, she must make a DC 5 Wisdom check to avoid a mishap (see Scroll Mishaps, below). A natural roll of 1 always fails, whatever the modifiers.</strong></p>
<p> </p>
<p><strong>Determine Effect</strong></p>
<p><span style="font-weight: 400">A spell successfully activated from a scroll works exactly like a spell prepared and cast the normal way. Assume the scroll spell’s caster level is always the minimum level required to cast the spell for the character who scribed the scroll (usually twice the spell’s level, minus 1), unless the caster specifically desires otherwise.</span></p>
<p> </p>
<p><span style="font-weight: 400">The writing for an activated spell disappears from the scroll.</span></p>
<p> </p>
<p><strong>Scroll Mishaps</strong></p>
<p><span style="font-weight: 400">When a mishap occurs, the spell on the scroll has a reversed or harmful effect. Possible mishaps are given below.</span></p>
<p> </p>
<p><span style="font-weight: 400">A surge of uncontrolled magical energy deals 1d6 points of damage per spell level to the scroll user.</span></p>
<p><span style="font-weight: 400">Spell strikes the scroll user or an ally instead of the intended target, or a random target nearby if the scroll user was the intended recipient.</span></p>
<p><span style="font-weight: 400">Spell takes effect at some random location within spell range.</span></p>
<p><span style="font-weight: 400">Spell’s effect on the target is contrary to the spell’s normal effect.</span></p>
<p><span style="font-weight: 400">The scroll user suffers some minor but bizarre effect related to the spell in some way. Most such effects should last only as long as the original spell’s duration, or 2d10 minutes for instantaneous spells.</span></p>
<p><span style="font-weight: 400">Some innocuous item or items appear in the spell’s area.</span></p>
<p><span style="font-weight: 400">Spell has delayed effect. Sometime within the next 1d12 hours, the spell activates. If the scroll user was the intended recipient, the spell takes effect normally. If the user was not the intended recipient, the spell goes off in the general direction of the original recipient or target, up to the spell’s maximum range, if the target has moved away.</span></p>
<p> </p>
<p><span style="font-weight: 400">Several arcane spells are different in level for sorcerers and wizards than they are for bards. Such spells appear on the table at the level appropriate to a sorcerer or wizard (considered the default because bards typically don’t involve themselves in scribing scrolls).</span></p>
<p> </p>
<p><span style="font-weight: 400">Likewise, some divine spells are different in level for clerics and druids than they are for paladins and rangers. Such spells appear at the level appropriate to a cleric or druid (considered the default because paladins and rangers typically don’t involve themselves in scribing scrolls).</span></p>
<p> </p>
<p><span style="font-weight: 400">If a divine spell is cast at different levels by clerics and druids, it appears at the level appropriate to a cleric (considered the default choice between clerics and druids).</span></p>
<p> </p>
<p><span style="font-weight: 400">Many spells are either arcane or divine, depending on the class of the caster. Such spells appear on both lists at the level appropriate to the class of the arcane or divine caster.</span></p>
<p> </p>
<p><strong>Use Magic Device (Cha; Trained Only)</strong></p>
<p><span style="font-weight: 400">Use this skill to activate magic</span></p>
<p> </p>
<p><strong>Check</strong></p>
<p><span style="font-weight: 400">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.</span></p>
<p> </p>
<p><span style="font-weight: 400">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.</span></p>
<p> </p>
<p><span style="font-weight: 400">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.</span></p>
<p><br /><strong>Use Magic Device DCs</strong></p>
<p><span style="font-weight: 400">Task</span> <span style="font-weight: 400">Use Magic Device DC</span></p>
<p><span style="font-weight: 400">Activate blindly</span> <span style="font-weight: 400">25</span></p>
<p><span style="font-weight: 400">Decipher a written spell</span> <span style="font-weight: 400">25 + spell level</span></p>
<p><span style="font-weight: 400">Use a scroll</span> <span style="font-weight: 400">20 + caster level</span></p>
<p><span style="font-weight: 400">Use a wand</span> <span style="font-weight: 400">20</span></p>
<p><span style="font-weight: 400">Emulate a class feature</span> <span style="font-weight: 400">20</span></p>
<p><span style="font-weight: 400">Emulate an ability score</span> <span style="font-weight: 400">See text</span></p>
<p><span style="font-weight: 400">Emulate a race</span> <span style="font-weight: 400">25</span></p>
<p><span style="font-weight: 400">Emulate an alignment</span> <span style="font-weight: 400">30</span></p>
<p><span style="font-weight: 400">Activate Blindly</span></p>
<p> </p>
<p><span style="font-weight: 400">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. </span><strong>You get a special +2 bonus on your Use Magic Device check if you’ve activated the item in question at least once before.</strong><strong> If you fail by 9 or less, you can’t activate the device. </strong><strong>If you fail by 10 or more, you suffer a mishap.</strong> <span style="font-weight: 400">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.</span></p>
<p> </p>
<p><strong>Decipher a Written Spell</strong></p>
<p><span style="font-weight: 400">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.</span></p>
<p> </p>
<p><strong>Emulate an Ability Score</strong></p>
<p><span style="font-weight: 400">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). </span><strong>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.</strong><span style="font-weight: 400"> If you already have a high enough score in the appropriate ability, you don’t need to make this check.</span></p>
<p> </p>
<p><strong>Emulate an Alignment</strong></p>
<p><span style="font-weight: 400">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.</span></p>
<p> </p>
<p><strong>Emulate a Class Feature</strong></p>
<p><span style="font-weight: 400">Sometimes you need to use a class feature to activate a magic item. </span><strong>In this case, your effective level in the emulated class equals your Use Magic Device check result minus 20. </strong><span style="font-weight: 400">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).</span></p>
<p> </p>
<p><strong>Emulate a Race</strong></p>
<p><span style="font-weight: 400">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.</span></p>
<p> </p>
<p><strong>Use a Scroll</strong></p>
<p><span style="font-weight: 400">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. </span><strong>Use Magic Device allows you to use a scroll as if you had a particular spell on your class spell list.</strong> <strong>The DC is equal to 20 + the caster level of the spell you are trying to cast from the scroll.</strong> <strong>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).</strong></p>
<p> </p>
<p><span style="font-weight: 400">This use of the skill also applies to other spell completion magic items.</span></p>
<p> </p>
<p><strong>Use a Wand</strong></p>
<p><span style="font-weight: 400">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.</span></p>
<p> </p>
<p><strong>Action</strong></p>
<p><span style="font-weight: 400">None. The Use Magic Device check is made as part of the action (if any) required to activate the magic item.</span></p>
<p> </p>
<p><strong>Try Again</strong></p>
<p><span style="font-weight: 400">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.</span></p>
<p> </p>
<p><strong>Special</strong></p>
<p><span style="font-weight: 400">You cannot take 10 with this skill.</span></p>
<p> </p>
<p><span style="font-weight: 400">You can’t aid another on Use Magic Device checks. Only the user of the item may attempt such a check.</span></p>
<p> </p>
<p><span style="font-weight: 400">If you have the Magical Aptitude feat, you get a +2 bonus on Use Magic Device checks.</span></p>
<p><br /><br /></p>
<p><strong>Synergy</strong></p>
<p><span style="font-weight: 400">If you have 5 or more ranks in Spellcraft, you get a +2 bonus on Use Magic Device checks related to scrolls.</span></p>
<p><span style="font-weight: 400">If you have 5 or more ranks in Decipher Script, you get a +2 bonus on Use Magic Device checks related to scrolls.</span></p>
<p><span style="font-weight: 400">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.</span></p>]]></content:encoded>
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