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Icewind Dale 2: Game Info, Rules (Back to contents)
1) Ability Scores
2) Armor Class and Armor Type
3) Base Attack Bonusses
4) Cleric Domain Spells
5) Damage Reduction
6) Dual Wielding
7) Energy Drain
8) Feats
9) Multiclassing
10) Saving Throws
11) Skills
12) Spell Disruption
13) Use Magic Device

Use Magic Device

Any character with a score above 0 in Use Magic Device may use the skill. Only thieves and bards are allowed to take points in it.

A character with points in Use Magic Device can use Scrolls and Wands that are normally not able to be used by their class. The items show up with a yellow tint that indicates they can only be used via use magic device. When these items are actively used, they trigger the skill resolution.

Skill is equal to the character's skill + 5([Charisma/2]-5)

Difficulty is equal to the level of the power being activated (specified in the spell/item) * 5.

Use_Magic_Device_Difficulty is equal to Skill - Difficulty.

Use_Magic_Device_Roll is a random 1-100.

If Use_Magic_Device_Roll <= Use_Magic_Device_Difficulty, the spell is cast successfully.

If Use_Magic_Device_Roll > Use_Magic_Device_Difficulty, the "charge"/item is used, but instead of its intended effect, the user takes 1d6 points of Magic Damage per level of the power being invoked.

 
 
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