FX BASICS

Arcane spells,divine spells, and psionic powers are all representative of abilities beyond the scope of most ordinary individuals, and are called as a group FX abilities. FX abilities are features of a few advanced classes, and are not available to basic classes. FX abilities have a number of similarities to each other as well as obvious differences.

Table: FX Actions in Combat
Attack Actions AoO? Move Actions AoO?
Activate a ring, rod, staff, wand, or wondrous item No Direct or redirect an active spell or power No
Cast a spell (attack action casting time) Yes Full-Round Actions AoO?
Concentrate to maintain an active spell or power No Cast a spell (full-round action casting time) Yes
Dismiss a spell or power No Manifest a power (full-round action manifestation time) Yes
Drink a potion Yes Use touch spell on up to six friends Yes
Manifest a power (attack action manifestation time) Yes Free Actions AoO?
Read a scroll Yes Cease concentration on a spell or power No
Turn or rebuke undead No Prepare spell components to cast a spell No
Use spell-like ability Yes Make Spellcraft check on counterspell attempt No
Use supernatural ability No
Use extraordinary ability No
Use touch spell on self No

FX Skills

These skills may be available in campaigns using FX. Concentration (Con):

The normal Concentration skill expands to include FX applications, as defined below.

Check: A character must make a Concentration check whenever he or she may potentially be distracted while engaged in an activity, including casting a spell, manifesting a power, or concentrating on an active spell/power, that requires the character's full attention.

If the check succeeds, the character may continue with the action as normal. If the check fails, the action automatically fails and is wasted. If the character was in the process of casting a spell/manifesting a power, the spell/power is lost. If the character was concentrating on an active spell/power, the spell/power ends.

In situations where the distractions listed under the concentration skill occur while a character is casting a spell/manifesting a power, add the level of the spell to the DC.

Try Again?: A character can try again, but doing so doesn't cancel the effects of a previous failure.

Special: By making a check (DC 15 + spell/power level), a character can use Concentration to cast a spell/manifest a power defensively, thus avoiding attacks of opportunity. If the check succeeds, the character can attempt the casting/manifesting without incurring any attacks of opportunity.

Spellcraft (Int): Trained only.

Use this skill to identify spells as they are cast or spells already in place.

Check: The character can identify spells and magic effects.

Additionally, certain spells allow a character to gain information about magic provided that he or she makes a Spellcraft check as detailed in the spell description.

Try Again?: See above.

Time: Unless otherwise indicated, using the Spellcraft skill is a move action.

Task DC
Identify a spell being cast. (The character must see or hear the spell's verbal or somatic components.) The character can't try again. 15 + spell level
Learn a spell from a spellbook or scroll. The character can't try again for that spell until he or she gains at least 1 rank in Spellcraft. 15 + spell level
Prepare a spell from a borrowed spellbook. One try per day. 15 + spell level
When casting detect magical aura, determine the school of magic involved in the aura of a single item or creature the caster can see. (If the aura isn't a spell effect, the DC is 15 + one-half caster level.) 15 + spell level
Identify a spell that's already in place and in effect. (The character must be able to see or detect the effects of the spell.) The character can't try again. 20 + spell level
Identify materials created or shaped by magic. The character can't try again. 20 + spell level
Decipher a written spell (such as a scroll) without using read magic. One try per day. 20 + spell level
After rolling a saving throw against a spell targeted at the character, determine what spell was cast upon the character. This is a reaction. 25 + spell level
Identify a potion. This takes 1 minute. 25
Draw a diagram to augment casting a dimensional anchor on a summoned creature.
Takes 10 minutes. The character can't try again. The GM makes this check.
20
Understand a strange or unique magical effect. The character can't try again. 30 or higher

Use Magic Device (Cha): Trained only.

Use this skill to activate magic devices, including scrolls and wands that the character could not otherwise activate.

Check: A character can use this skill to read a spell from a scroll or spellbook or activate a magic item. This skill lets the character use a magic item as if he or she had the spell ability or class features of another class or a different allegiance.

When a character is attempting to activate a magic item using this skill, he or she does so as an attack action. However, the checks the character makes to determine whether he or she is successful at activating the item take no time by themselves and are included in the activate magic item attack action.

A character makes Use Magic Device checks each time he or she activates a device such as a scroll or a wand. If the character is using the check to emulate some quality in an ongoing manner, he or she needs to make the checks once per hour.

Task DC
Activate blindly 25
Decipher a written spell 25 + spell level
Emulate class feature 20
Emulate ability score See text
Emulate allegiance 30
Use a scroll 20 + caster level
Use a wand 20

Activate Blindly: Some magic items are activated by special words, thoughts, or actions. A character can activate such items as if he or she was using the activation word, thought, or action even if he or she is not, and even if the character doesn't know it. The character does have to use something equivalent. He or she has to speak, wave the item around, or otherwise attempt to get it to activate. The character gets a +2 bonus on the check if he or she has activated the item at least once in the past.

If the character fails the check by 10 or more, he or she suffers a mishap. A mishap means that magical energy is released, but it doesn't do what the character wanted it to. The GM determines the result of a mishap. The default mishaps are that the item affects the wrong target or that uncontrolled magical energy deals 2d6 points of damage to the character.

Decipher a Written Spell: This works like the same use of the Spellcraft skill, except that the DC is 5 points higher. Deciphering a written spell takes 1 minute of concentration.

Emulate Class Feature: Sometimes a character needs a class feature to activate a magic item. The character's effective level in the emulated class equals his or her check result minus 20.

This skill use doesn't allow the character to use the class feature of another class. It just lets the character activate items as if he or she had the class feature.

If the class whose feature the character is emulating has an allegiance requirement, the character must meet it. This may require a separate check to emulate allegiance (see below).

Emulate Ability Score: To cast a spell from a scroll, a character needs a high ability score in the appropriate ability (Intelligence

for arcane spells, Wisdom for divine spells). The character's effective ability score (appropriate to the class he or she is emulating when he or she tries to cast a spell from a scroll) equals the character's check result minus 15. If the character already has a high enough score in the ability, he or she doesn't need to make this check.

Emulate Allegiance: Some magic items have positive or negative effects based on the user's allegiance. The character can use these items as if he or she were of an allegiance of his or her choice. The character can only emulate one allegiance at a time.

Use a Scroll: Normally, to cast a spell from a scroll, a character must belong to a class that has access to the arcane or divine spell inscribed therein. This use of the skill allows the character to use a scroll as if he or she were of the appropriate spellcasting class. The DC equals 20 + the caster level of the spell the character is trying to cast from the scroll. To cast a spell from a scroll, the character must first decipher it.

In addition, casting a spell from a scroll requires a minimum score of 10 + the spell's level in the appropriate ability. If the character doesn't have a sufficiently high score, he or she must emulate the ability score with a separate check (see above).

Use a Wand: Normally, to use a wand a character must belong to a class that has access to the arcane or divine spell ensorcelled therein. This use of the skill allows the character to use a wand as if he or she was of the appropriate spellcasting class.

Try Again?: Yes, but if the character ever rolls a natural 1 while attempting to activate an item and he or she fails the check, then the character can't try to activate that item again for 24 hours.

Special: A character can't take 10 or take 20 with this skill.

Autohypnosis (Wis): Trained only.

The character has trained your mind to resist certain injuries and threats while also gaining a few select benefits.

Check: The DC and effect depend on the task attempted.

Task DC
Resist fear 15
Memorize 15
Tolerate poison Poison's DC
Willpower 20

Resist Fear: In response to a fear effect, the character can make an Autohypnosis check on his or her next action even if the character has been overcome by fear. A successful check grants the character another saving throw with a +4 morale bonus to resist the fear effect.

Memorize: The character can attempt to memorize a long string of numbers, a long passage of verse, or other particularly difficult piece of information. Each successful check allows the character to memorize up to 250 words or the equivalent of what could be comfortably contained on an 8 1/2-by-11-inch sheet of paper. The character always retain this information; however, he or she can only recall it with a successful Autohypnosis check.

Tolerate Poison: In response to being poisoned, the character can make an Autohypnosis check on his or her next action. A successful check grants the character a +4 morale bonus on his or her saving throw to resist the poison's secondary damage.

Willpower: If reduced to 0 hit points (disabled), the character may make an Autohypnosis check. If successful, the character can perform a strenuous action without taking 1 point of damage. A failed check carries no penalties—the character can choose not to perform the strenuous action. If the character does perform the strenuous action after failing the check, he or she takes 1 point of damage, as normal.

Try Again?: For resist fear and memorize, a character can make a check once per round. A character can't try again to tolerate poison. A character can't try again in the same round for willpower.

Special: A character can take 10 on Autohypnosis checks, but can't take 20.

Most uses of Autohypnosis are attack actions. Willpower is a free action that can be attempted once per round.

Psicraft (Int): Trained only.

Use this skill to identify psionic powers as they manifest or psionic effects already in place.

Check: A character can identify psionic powers and effects.

Task DC
Identify a psionic power as it manifests. (The character must sense the power's display or see some visible effect to identify a power.) The character can't try again. 15 + power level
Identify a power that's already in place and in effect. (The character must be able to see or detect the effects of the power.) The character can't try again. 20 + power level
Identify materials created or shaped by psionics. The character can't try again. 20 + power level
Understand a strange or unique psionic effect. The character can't try again. 30 or higher

Try Again?: See above.

Time: Unless otherwise indicated, Psicraft is a move action.