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<blockquote data-quote="BOZ" data-source="post: 1400779" data-attributes="member: 1241"><p>here are the writeups so far...</p><p></p><p>Greater Arcane Sight (Sp): A feystag is under the effect of a continuous greater arcane sight effect, as the spell (caster level X). Unlike the spell, this power only detects magic items. A feystag sees such magical auras in variations of brightness according to magical strength. </p><p></p><p>Identify Magic Item (Su): A feystag may study a single magic item within a 60-foot range, as a free action once per round, to determine its magical properties. This ability functions like the identify spell, except that it only takes a single round to gain the full effect.</p><p></p><p>A feystag must make a Use Magic Device check to successfully discover how to activate or control the properties of an item. The DC for this check is *. The feystag gains a +X bonus if… </p><p>(list all modifiers. Examples given in AD&D texts: Handling an item gains +1? Bonus; -4? if a spell has been cast on the feystag in the last 3 minutes; -8? if under psionic attack; and +5? if the feystag has seen the item in use) only the worst penalty is used, and they do not stack.</p><p></p><p>* (note that the original check is 90% - which would be a 3 or higher on a d20. so to be consistent between editions, the DC should be 3 + the feystag’s UMD bonus.)</p><p></p><p></p><p></p><p>Control Magic Item (Su): A feystag may attempt to take control of a magic item that it has successfully identified, if the item’s powers are triggered by force of will, mental command, or a verbal command word. This ability is a standard action and works only on items up to a range of 20 feet away.</p><p></p><p>(here would be the explanation of how the DC is figured out that a feystag needs to roll Use Magic Device against. We would include modifiers to items with an Ego as well as artifacts. The check here was 40% originally, which like above, would be 13 or higher on a d20 (plus the UMD check), and the same modifiers apply to this roll)</p><p></p><p>Once a feystag has gained control of an item, it controls that item indefinitely. A feystag only loses control of an item if another character bears the item and attempts to wrest control of the item from the feystag in one of various ways. If the item is controlled by a physical means, the bearer need only perform the action that activates the item to cancel the feystag’s control. If the item is controlled by a command word, the bearer must speak the command word to override the feystag’s long-range commands. If the item is activated by will or mental command, the bearer must make an opposed Use Magic Device check (or Charisma check, if the bearer does not have that skill) against the feystag’s Use Magic Device check. If the bearer’s result is higher, the feystag loses its control over the item. If the feystag’s result is higher by more than 5, the bearer must make a successful Will save (DC X) or become confused, as the spell, for 1d6 rounds. If the bearer does not gain control, and is not confused, he may make another attempt in the next round.</p><p></p><p>A feystag cannot attempt to control any item that it has not first identified. A feystag cannot attempt to control any item that it has tried to control and failed, as well as any item that it has lost control of, for the rest of that day.</p><p></p><p>A feystag can activate only one item per round, as a free action, and can choose from any item within range that it has control of. If a feystag operates an item that can operate continuously for more than one round and does not require concentration to maintain, this item will continue to operate even if the feystag activates another item or attempts to control another item in subsequent rounds. A feystag must consciously activate the items it controls, as they do not activate automatically.</p><p></p><p>(we must at some point in here explain how and where the item takes effect, if random or not. Such as, if an item must be pointed, etc.)</p><p></p><p>A feystag cannot attempt to control an item that requires some sort of physical action to operate, unless it is in possession of the item. This includes anything that needs to be read (such as scrolls), anything that needs to be ingested or applied to a body or object (such as potions and oils), or anything requiring a lever, button, or switch to be manipulated.</p></blockquote><p></p>
[QUOTE="BOZ, post: 1400779, member: 1241"] here are the writeups so far... Greater Arcane Sight (Sp): A feystag is under the effect of a continuous greater arcane sight effect, as the spell (caster level X). Unlike the spell, this power only detects magic items. A feystag sees such magical auras in variations of brightness according to magical strength. Identify Magic Item (Su): A feystag may study a single magic item within a 60-foot range, as a free action once per round, to determine its magical properties. This ability functions like the identify spell, except that it only takes a single round to gain the full effect. A feystag must make a Use Magic Device check to successfully discover how to activate or control the properties of an item. The DC for this check is *. The feystag gains a +X bonus if… (list all modifiers. Examples given in AD&D texts: Handling an item gains +1? Bonus; -4? if a spell has been cast on the feystag in the last 3 minutes; -8? if under psionic attack; and +5? if the feystag has seen the item in use) only the worst penalty is used, and they do not stack. * (note that the original check is 90% - which would be a 3 or higher on a d20. so to be consistent between editions, the DC should be 3 + the feystag’s UMD bonus.) Control Magic Item (Su): A feystag may attempt to take control of a magic item that it has successfully identified, if the item’s powers are triggered by force of will, mental command, or a verbal command word. This ability is a standard action and works only on items up to a range of 20 feet away. (here would be the explanation of how the DC is figured out that a feystag needs to roll Use Magic Device against. We would include modifiers to items with an Ego as well as artifacts. The check here was 40% originally, which like above, would be 13 or higher on a d20 (plus the UMD check), and the same modifiers apply to this roll) Once a feystag has gained control of an item, it controls that item indefinitely. A feystag only loses control of an item if another character bears the item and attempts to wrest control of the item from the feystag in one of various ways. If the item is controlled by a physical means, the bearer need only perform the action that activates the item to cancel the feystag’s control. If the item is controlled by a command word, the bearer must speak the command word to override the feystag’s long-range commands. If the item is activated by will or mental command, the bearer must make an opposed Use Magic Device check (or Charisma check, if the bearer does not have that skill) against the feystag’s Use Magic Device check. If the bearer’s result is higher, the feystag loses its control over the item. If the feystag’s result is higher by more than 5, the bearer must make a successful Will save (DC X) or become confused, as the spell, for 1d6 rounds. If the bearer does not gain control, and is not confused, he may make another attempt in the next round. A feystag cannot attempt to control any item that it has not first identified. A feystag cannot attempt to control any item that it has tried to control and failed, as well as any item that it has lost control of, for the rest of that day. A feystag can activate only one item per round, as a free action, and can choose from any item within range that it has control of. If a feystag operates an item that can operate continuously for more than one round and does not require concentration to maintain, this item will continue to operate even if the feystag activates another item or attempts to control another item in subsequent rounds. A feystag must consciously activate the items it controls, as they do not activate automatically. (we must at some point in here explain how and where the item takes effect, if random or not. Such as, if an item must be pointed, etc.) A feystag cannot attempt to control an item that requires some sort of physical action to operate, unless it is in possession of the item. This includes anything that needs to be read (such as scrolls), anything that needs to be ingested or applied to a body or object (such as potions and oils), or anything requiring a lever, button, or switch to be manipulated. [/QUOTE]
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