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Casting from Scrolls
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<blockquote data-quote="rrealm" data-source="post: 1686739" data-attributes="member: 20630"><p>A rogue/wizard wizard or a rogue/sorcerer would only need to use "Use Magic Device" if attempting to use a divine scroll or an arcane spell not on the spell list of the wizard or sorcerer. An example would be a rogue/wizard trying to use an arcane scroll of <em>cure light wounds </em> which was obviously created by a bard (since they are the only arcane class with <em>cure light wounds </em> on their list). Although wizards/sorcerers cast arcane magic, they do not have <em>cure light wounds </em> on their spell list, thus the character has to UMD to emulate another class (a bard in this case). The character wouldn't need to do this if the scroll was <em>magic missile</em> even if the character was only a level 1/1 character and the scroll was written by a wizard at 9th level. </p><p></p><p>If the character has a high enough ability score to cast that level spell, no problem. If not, they can't cast it. Wizards need an Intelligence of 11 to cast first level spells, and a 19 to cast 9th level spells. Assuming the character has a high enough ability score, they can cast it - that it, provided they made their UMD (if needed) and assuming their caster level is equal or higher than the caster level for which the scroll was written.</p><p></p><p>Assuming that they are not however, the character needs to make a caster level check (DC = scroll's caster level +1) to cast the spell successfully from the scroll. If the check fails, the character then makes a Will save at DC 5 to avoid a mishap. A natural roll of 1 always fails, whatever the modifiers.</p><p></p><p>I won’t type out all the possible mishaps in their full text but here is an abbreviated list:</p><p>* A surge of energy (1d6 damage per spell level)</p><p>* Spell strikes wrong target (user or ally) instead</p><p>* Takes effect in a random location</p><p>* Spell effect is contrary, <em>fireball</em>s may blast non-damaging cold or healing instead</p><p>* The user may suffer a bizarre effect like smoke coming from their ears from a <em>fireball</em> spell, gain nonfunctional wings from a <em>fly</em> spell</p><p>* Innocuous items appear, like a rain of lit torches</p><p>* Spell has delayed effects</p><p></p><p>BTW, all this info can be found in the DMG3.5 on page 238.</p></blockquote><p></p>
[QUOTE="rrealm, post: 1686739, member: 20630"] A rogue/wizard wizard or a rogue/sorcerer would only need to use "Use Magic Device" if attempting to use a divine scroll or an arcane spell not on the spell list of the wizard or sorcerer. An example would be a rogue/wizard trying to use an arcane scroll of [I]cure light wounds [/I] which was obviously created by a bard (since they are the only arcane class with [I]cure light wounds [/I] on their list). Although wizards/sorcerers cast arcane magic, they do not have [I]cure light wounds [/I] on their spell list, thus the character has to UMD to emulate another class (a bard in this case). The character wouldn't need to do this if the scroll was [I]magic missile[/I] even if the character was only a level 1/1 character and the scroll was written by a wizard at 9th level. If the character has a high enough ability score to cast that level spell, no problem. If not, they can't cast it. Wizards need an Intelligence of 11 to cast first level spells, and a 19 to cast 9th level spells. Assuming the character has a high enough ability score, they can cast it - that it, provided they made their UMD (if needed) and assuming their caster level is equal or higher than the caster level for which the scroll was written. Assuming that they are not however, the character needs to make a caster level check (DC = scroll's caster level +1) to cast the spell successfully from the scroll. If the check fails, the character then makes a Will save at DC 5 to avoid a mishap. A natural roll of 1 always fails, whatever the modifiers. I won’t type out all the possible mishaps in their full text but here is an abbreviated list: * A surge of energy (1d6 damage per spell level) * Spell strikes wrong target (user or ally) instead * Takes effect in a random location * Spell effect is contrary, [I]fireball[/I]s may blast non-damaging cold or healing instead * The user may suffer a bizarre effect like smoke coming from their ears from a [I]fireball[/I] spell, gain nonfunctional wings from a [I]fly[/I] spell * Innocuous items appear, like a rain of lit torches * Spell has delayed effects BTW, all this info can be found in the DMG3.5 on page 238. [/QUOTE]
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