These are portable, usually hand-held, magical devices. They do not require any special knowledge to use other than basic wielding knowledge, such as knowing to point a magical staff in the direction of desired usage. This knowledge is represented in the Dæmonic Devices skill. They do not require knowing any of the Dæmonic language to use.
Magical devices often have a magical charge. This is the number of potential-spell-castings contained within them. Each time the device is used, the charge will deplete by 1. If the charge is zero, then the device cannot be used without re-charging with fresh magic. Recharging a magical item requires a specific pervasive-magic spell (see section 'spells'), or a charging station (see below).
Also often called "Dæmonic Devices", these devices generally require a score in the Dæmonic Devices skill before a character can use them. No knowledge of the Dæmonic language is required, as the magic of these devices is built-in to them.
Wands are short narrow cylinders which can be easily held in the hand. They are activated by pointing them at a target and holding that aim for a short time. Use of a wand requires a Magical Devices skill of 1 or higher.
Wands can hold up to 8 charges. For a randomly found wand, initial charge is 1D.
Wands can carry a variety of magics, but a specific wand can only ever perform one type of magic. Each use requires 1 charge.
Rings are functionally wands but can hold only a single charge. A randomly found magical ring will always have 1 charge on it. Recharging a ring via a charge spell without blowing it up is difficult, requiring a D1 roll of 1! Rings cannot be charged while being worn (it's a safety feature!).
Only one ring may be worn on each finger, thumb, toe, tail, trunk, etc. Rings require contact with living-flesh containing lots of underlying nerve tissue to activate, so will not work over gloves, or if placed on claws, horns, tusks, dreadlocks, ear-lobes, noses (excepting trunks and snouts on elephant/pig like beings which are explicitly nerve-dense).
Rings are activated by pointing them at a target and mentally willing them to fire.
Any being with a magical devices skill of 4 or greater will know how to use a ring.
Staffs are long narrow cylinders of around 6 lengths. They contain one or more crystals or cavities at one end, usually all pointing in the same direction. Each of these will emit a different spell. A wielder may 'train' a staff by pressing their thumb firmly over each crystal/cavity in turn and speaking a command word of their choosing that will then activate that spell.
To use a staff, the user must plant the base firmly on the ground for one-handed use, or can hold the staff firmly in two hands. The crystal/cavity must point at the target. If a command word is issued during this process, then the associated spell will cast. If no command word is issued then a random spell from those available is cast.
A user with a Dæmonic Devices skill of 2 or greater will know how to wield a staff to cast magic randomly.
A user with a Dæmonic Devices skill of 4 or greater will know how to train a staff to command-activate specific spells.
Staffs can hold up to 64 charges. For a randomly found staff, initial charge is DD.
Staffs may have one to eight spells, all draw from the same charge pool. A staff is created with all its included spells. They may not be changed, added-to or removed (although, in the last case, one can train a staff to never use a specific built-in spell, even randomly, if one has the skill-level for command-training).
These are staff-like dragon-weapons, worn strapped under the chin rather than hand-held. Like staffs, they have a maximum charge of 64, but can carry only one spell. They can technically carry any staff spell, but most commonly the spell is fireball.
These devices are activated by the dragon with throat muscles near the jaw hinge. All dragons know how to operate these devices, even without a Dæmonic Devices skill.
A non-dragon will require a Dæmonic Devices skill of 8 or higher to know (or quickly work out) how to operate one and can wield this device like an awkwardly-over-sized wand with a -8 penalty on chance-to-hit due to difficulty of aiming.
Note that while larger sapient races such as Elephants can handle the heft of a Dragon Headset easily enough, they are not physiologically equipped to handle the very-dragon-specific firing mechanism easily, so still suffer the usage penalty.
A gauntlet is functionally a staff, but can only hold a maximum of 4 spells (one per finger knuckle, not including thumbs). It has a maximum charge of 16 and a randomly found gauntlet will have a charge of 2D. A gauntlet is not voice-activated but instead is triggered by pointing the fist at the target and pressing the appropriate finger into the palm. Only one finger may trigger per combat round.
Any being with a Dæmonic Devices skill of 1 or greater will know (or can easily work out) how to use a gauntlet.
Use of a gauntlet requires it to be properly fitted to the hand. Note that humans, dæmons, dragons and other sapient beings all have distinctly differently-shaped hands (or no hands at all in some cases) so cannot use gauntlets made for other species. An Elephant gauntlet is worn on the end of the trunk and has only two spells due to the tip of the trunk only having two manipulative flaps. An octopus gauntlet, conversely, could have dozens of of spells - 1 per tentacle sucker! - though it would still be limited by its charge.
Certain non-portable magical devices also exist:
Die | Result |
---|---|
00-67 | Successful full recharge of device |
70-76 | Benign destruction of device being charged |
77 | Catastrophic destruction of device being charged |
Catastrophic destruction of a magical device will result in the usual charge-explosion damage (see Exploding Magical Devices below).
Die | Result |
---|---|
00-37 | Successful full recharge of device |
40-47 | Benign destruction of station only |
50-57 | Benign destruction of station and device being charged |
60-67 | Catastrophic destruction of device being charged only |
70-77 | Catastrophic destruction of station and device being charged |
Catastrophic destruction of a charging station will result in 2D of damage being applied as physical-damage to the holder of the device being charged, and +D points of damage to anyone else within 8 lengths of the explosion.
When a portable magical device goes wrong, it may explode. If the device has no charge, it will simply break. However, if it has any charge, the following will happen:
Anyone touching the device will take damage to each stat equal to +D plus one eighth the device's charge (including over-charge, if this is the cause). Round down any fractional part.
Anyone within 8 lengths of the explosion and not explicitly shielded from it by a physical barrier, will receive 1D damage to each of their Current Scores. Armour may absorb appropriate damage to each score in turn. Damage counts as electrical in nature.
If a magical device takes a physical blow, it may be damaged. Roll DD for the result:
Die | Result |
---|---|
00-66 | No damage. |
70-76 | Base charge will permanently drop by 1. If current charge is now higher, the device will immediately discharge excess in an uncontrolled manner. |
77 | Device will explode. |
It is best to avoid using magical devices in ways which will subject them to physical damage (such as using a magic staff as a club to hit things with or as a shield to block attacks with).