Use Magic - networkingguru/incursion-roguelike GitHub Wiki
(Passive) best of CHA and INT
Possessed By: Some Humans, Gnomes, Grey Elves, Bards, Mages, Rogues, Alienists, Loremasters, Magic priests.
Effects: The Use Magic skill has the following uses:
* Zap Wand (Passive): The Use Magic skill governs the activation of wands. When a character tries to blast a wand, a Use Magic check is made against a DC of 10 + 1/2 the wand's level (the typical depth it would be found at in a dungeon). If this check is successful, the wielder is able to activate the wand. A specialist mage gains bonuses when using wands affiliated with his school of choice, or related schools, equal to +1 per 5% of his specialist modifier for the school in question. Penalties do not apply to oppositional schools, however.
Some wands have a magical plus, which frequently determines the number of dice of damage they inflict, the power of the creatures they summon or some other variable factor of their effect. In this case, a highly successful Use Magic check has a chance of increasing the wand's effective plus, per the following table:
DC Exceeded Increased Plus
[15 + Wand Depth] +1
[20 + Wand Depth] +2
[25 + Wand Depth] +3
[30 + Wand Depth] +4
This can even raise the temporary effective plus of a wand above +5, for the purpose of this single activation.
* Trick Magic (Passive): A rogue's special ability to use class or race-specific magic is based on the sum of her Bluff and Use Magic scores.