Spellcraft (Int; Trained Only)
Use this skill to identify spells as they are cast or spells already in place.
| Spellcraft DC | Task |
|---|---|
| 13 | When using *read magic,*identify a *glyph of warding.*No action required. |
| 15 + spell level | Identify a spell being cast. (You must see or hear the spell’s verbal or somatic components.) No action required. No retry. |
| 15 + spell level | Learn a spell from a spellbook or scroll (wizard only). No retry for that spell until you gain at least 1 rank in Spellcraft (even if you find another source to try to learn the spell from). Requires 8 hours. |
| 15 + spell level | Prepare a spell from a borrowed spellbook (wizard only). One try per day. No extra time required. |
| 15 + spell level | When casting *detect magic,*determine the school of magic involved in the aura of a single item or creature you can see. (If the aura is not a spell effect, the DC is 15 + one-half caster level.) No action required. |
| 19 | When using *read magic,*identify a *symbol.*No action required. |
| 20 + spell level | Identify a spell that’s already in place and in effect. You must be able to see or detect the effects of the spell. No action required. No retry. |
| 20 + spell level | Identify materials created or shaped by magic, such as noting that an iron wall is the result of a wall of ironspell. No action required. No retry. |
| 20 + spell level | Decipher a written spell (such as a scroll) without using *read magic.*One try per day. Requires a full-round action. |
| 25 + spell level | After rolling a saving throw against a spell targeted on you, determine what that spell was. No action required. No retry. |
| 25 | Identify a potion. Requires 1 minute. No retry. |
| 20 | Draw a diagram to allow dimensional anchorto be cast on a magic circlespell. Requires 10 minutes. No retry. This check is made secretly so you do not know the result. |
| 30 or higher | Understand a strange or unique magical effect, such as the effects of a magic stream. Time required varies. No retry. |
Check: You can identify spells and magic effects. The DCs for Spellcraft checks relating to various tasks are summarized on the table above.
Action: Varies, as noted above.
Try Again: See above.
Special: If you are a specialist wizard, you get a +2 bonus on Spellcraft checks when dealing with a spell or effect from your specialty school. You take a –5 penalty when dealing with a spell or effect from a prohibited school (and some tasks, such as learning a prohibited spell, are just impossible).
If you have the Magical Aptitude feat, you get a +2 bonus on Spellcraft checks.
Synergy: If you have 5 or more ranks in Knowledge (arcana), you get a +2 bonus on Spellcraft checks.
If you have 5 or more ranks in Use Magic Device, you get a +2 bonus on Spellcraft checks to decipher spells on scrolls.
If you have 5 or more ranks in Spellcraft, you get a +2 bonus on Use Magic Device checks related to scrolls.
Additionally, certain spells allow you to gain information about magic, provided that you make a successful Spellcraft check as detailed in the spell description.
SPOT (WIS)
Check: The Spot skill is used primarily to detect characters or creatures who are hiding. Typically, your Spot check is opposed by the Hide check of the creature trying not to be seen. Sometimes a creature isn’t intentionally hiding but is still difficult to see, so a successful Spot check is necessary to notice it.
A Spot check result higher than 20 generally lets you become aware of an invisible creature near you, though you can’t actually see it.
Spot is also used to detect someone in disguise (see the Disguise skill), and to read lips when you can’t hear or understand what someone is saying.
Spot checks may be called for to determine the distance at which an encounter begins. A penalty applies on such checks, depending on the distance between the two individuals or groups, and an additional penalty may apply if the character making the Spot check is distracted (not concentrating on being observant).
| Condition | Penalty |
|---|---|
| Per 10 feet of distance | –1 |
| Spotter distracted | –5 |
*Read Lips:*To understand what someone is saying by reading lips, you must be within 30 feet of the speaker, be able to see him or her speak, and understand the speaker’s language. (This use of the skill is language-dependent.) The base DC is 15, but it increases for complex speech or an inarticulate speaker. You must maintain a line of sight to the lips being read.
If your Spot check succeeds, you can understand the general content of a minute’s worth of speaking, but you usually still miss certain details. If the check fails by 4 or less, you can’t read the speaker’s lips. If the check fails by 5 or more, you draw some incorrect conclusion about the speech. The check is rolled secretly in this case, so that you don’t know whether you succeeded or missed by 5.
**Action:**Varies. Every time you have a chance to spot something in a reactive manner you can make a Spot check without using an action. Trying to spot something you failed to see previously is a move action. To read lips, you must concentrate for a full minute before making a Spot check, and you can’t perform any other action (other than moving at up to half speed) during this minute.
Try Again: Yes. You can try to spot something that you failed to see previously at no penalty. You can attempt to read lips once per minute.
Special: A fascinated creature takes a –4 penalty on Spot checks made as reactions.
If you have the Alertness feat, you get a +2 bonus on Spot checks.
A ranger gains a bonus on Spot checks when using this skill against a favored enemy.
An elf has a +2 racial bonus on Spot checks.
A half-elf has a +1 racial bonus on Spot checks.
The master of a hawk familiar gains a +3 bonus on Spot checks in daylight or other lighted areas.
The master of an owl familiar gains a +3 bonus on Spot checks in shadowy or other darkened areas.