Device Magic

Device Magic is one of the two ways in which those without innate talent can access magic, the other being Spirit Binding.

Device magic users aren’t exactly mages per se, but rather skilled operators of items that have been magically empowered.  A device magic user doesn’t actually have to be magically empowered like shamans, elementalists, and theurgists do.  Exactly how this works remains a mystery, and opinions on how they work vary from person to person, but in reality they function as a translation device, translating the user’s will to the spirits in the manner that that magically empowered humans do unconsciously.

The devices vary, ranging from weapons, amulets, gloves, pens, books, and just about anything else imaginable.  While device magic users can skillfully use and maintain their items, they cannot under normal circumstances create new devices.

Due to the slightly unnatural method of channeling energy that they use, devices deal non-elemental damage instead of fire, electricity, sonic, and cold damage.  Some devices may be able to use fire, electricity, sonic, and cold, but these devices are rare, and such determinations are made by the GM.

A given Device has access to a specific pool of Spells and Incantations that can be used with it, determined by the GM (for devices found in the course of play) or by the player who created the device [with GM approval] (for player-created devices).  These Spells and Incantations are not automatically granted to the user of the device, they must still take Magery Training or High-Power Magic Training to add them to their spell suite for use.  However, possession of a Device and training in the Magery skill does allow for use of Minor Spells (except for those listed as being limited to specific schools).

Devices found in the course of a campaign typically have 2d4+1 Spells that they can activate, and 1d4-1 Incantations (not all devices can be used to channel an Incantation).  Some forms of devices cannot provide certain spells.  For example, Strike Boost will only be found on a weapon, glove, or gauntlet.  Devices that are ranged weapons can use the Strike Boost spell to improve their damage.

To randomly generate a device, use the following method:

  1. First, determine the form of the device by rolling on the following table:
D% Roll Form
1-20 Weapon
21-30 Ring
31-40 Single Glove (roll 1d2 to determine hand: 1 = Left, 2 = Right) (functions as Combat Glove)
41-50 Pair of Gloves (functions as Combat Gloves)
51-55 Single Gauntlet (roll 1d2 to determine hand: 1 = Left, 2 = Right) (functions as Combat Glove, only twice the weight.)
56-60 Pair of Gauntlets (functions as Combat Gloves, only twice the weight)
61-80 Amulet
81-90 Staff (functions as a quarterstaff)
91-100 Other (No, you cannot have a device that is a spaceship, helicopter, or any other thing that is too large to be wielded by a person.  Honestly, I shouldn’t have to write things like this.)

If a weapon is rolled, use the following table to determine the weapon:

D% Roll Weapon
1-15 Firearm, Antique (pre-1900)
16-30 Firearm, Modern (post-1900, but cannot have electrical ignition)
31-40 Axe (or similar weapon)
41-50 Club (or similar weapon)
51-60 Knife (or similar weapon)
61-70 Spear (or similar weapon)
71-90 Sword (or similar weapon)
91-100 Bow (longbow, shortbow, etc)

Next, determine how many Spells and Incantations the device has access to by rolling 2d4+1 for the Spells and 1d4-1 for the Incantations.  Then determine what Spells and Incantations the device has (work with the GM).

Over time, a device grows in power with it’s owner, as indicated on the table below.

Character Level – the level of the owner

Hardness Adjustment – add this to the hardness of the device

Int/Wis/Cha – A device’s personality has 1 ability score that it is good at, and 1 that it is decent at, and 1 that it is bad at.  You choose which is which upon device creation

Character Level Hardness Adjustment Ability Scores Special
1st-2nd +1 12/10/6 Evoke Power 1/Day, Device Power, Speech
3rd-4th +2 13/10/6 Device Standard Ability
5th-6th +3 14/11/6 Evoke Power 2/Day, Device Power
7th-8th +4 15/11/7 Device Standard Ability
9th-10th +5 16/12/7 Evoke Power 3/Day, Device Power
11th-12th +6 17/12/7 Device Greater Ability
13th-14th +7 18/13/8 Evoke Power 4/Day, Device Power
15th-16th +8 19/13/8 Device Greater Ability
17th-18th +9 20/14/8 Evoke Power 5/Day, Device Power
19th-20th +10 21/14/9 Device Greater Ability

Speech: A device can speak, read, and understand any language that it’s owner can, in addition to one extra language per point of intelligence modifier.

Evoke Power: A device’s owner can bring out the device’s power (see Device Power) as a swift action the listed number of times per day.  The power remains active for 3+Wisdom Modifier rounds each time you activate it.  When you evoke your device’s power, all of it’s powers become active at once.

Device Power: A device has a given array of power, and this expands as it’s owner increases in ability.  Each time you gain an instance of the Device Power ability, choose a Power from the list below.

Powers that can only be chosen by devices that are Weapons are indicated with a *.  Powers that can only be chosen by Rings or Amulets are indicated with a **.  Gloves, Gauntlets, and Staffs may choose from both sets of powers.

  • **Acrobatic – As a swift action once per turn, you can grant yourself a +20 bonus on Acrobatics and Jump checks while this power is active.  This bonus lasts until your next turn.
  • **Alacrity – Once while this power is active, you may take an additional move action on your turn.
  • *Channeling – While your device’s power is evoked, you may use any spell or incantation that is normally an area of effect spell or incantation as a single-target attack instead, using this weapon.
  • *Damaging – The weapon does an additional +2 points of damage.  This can be taken multiple times.
  • **Defensive – You gain a +2 deflection bonus to Reflex defense when equipped with a device with this power active.  This can be taken multiple times.
  • *Distance – This can only be placed on a ranged weapon.  The size of the range increments of the weapon doubles.
  • **Falling – While this power is active, you can fall from any distance without harming yourself, and you always land on your feet when doing so.
  • *Keen – Instead of only threatening a critical hit on a roll of a 20, this weapon threatens on a roll of 19 or 20.  If you already threaten a critical hit on a roll of 19 or 20, you now threaten critical hits on a roll of 17, 18, 19, or 20.
  • *Merciful – This weapon deals an additional 1d6 damage, but all of the damage is nonlethal.
  • **Warding – While this power is active, you gain a +1 bonus to all of your defenses.  This can be taken multiple times.

Device Standard Ability: Each time you gain an instance of Device Standard Ability, choose an ability from the list below.

  • Autoshields – Autoshields have a number of hit points equal to 15 * Heroic Level protecting the user against all B/S/P (AKA Explosive) and ranged Slashing or ranged Piercing damage. It does not protect against melee damage or any kind of ranged Bludgeoning damage. Any damage of the appropriate type that would injure the wearer is deducted first from the autoshield’s hit points.
    Damage comes off the autoshields before applying the effects of damage reduction.  If you have any form of personal shielding (anything with an actual SR score), determine the effects on that before determining the effects on your autoshields.
    The autoshield’s hit points are also reduced by 1 HP per round when activated. Autoshields reduced to 0 HP are not destroyed, but are temporarily rendered inactive (switched off). Autoshields regenerates lost HP at a rate of 1 HP per round while the autoshield is switched off.
    Activating or deactivating your autoshields is a free action on your turn or a reaction when it is not your turn.This ability can only be chosen for Rings, Amulets, Gloves, Gauntlets, and Staffs.
  • Call Device – The device can be teleported to the wielder as a swift action that does not provoke attacks of opportunity, even if it is in the possession of another creature. This ability has a maximum range of 20 squares, and effects that block teleportation prevent the this from working.  If the device is a weapon, it appears in the character’s grasp.  If the device is an amulet, ring, gloves, or gauntlets, it appears on their person.
  • Change Mode – As a swift action, your device can change from it’s starting form to an additional form chosen when you choose this ability.  For example, you could change a device that is an amulet into a sword, thus allowing it to take Weapon-only device powers.  Powers for a given form (weapon, non-weapon) are only active while the device is in that form.  This can be taken multiple times.
  • Extra Defensive Spell – While equipped with this device, you gain an extra slot in your spell suite, but it can only be used for the Energy Resistance, Intercept, Rebuke Magic, or Resist Magic spells.  You choose what spell is in this slot when selecting this ability.  This ability can be taken multiple times.
  • Extra Utility Spell – While equipped with this device, you gain an extra slot in your spell suite, but it can only be used for the Crucitorn, Inertia, Levitate, Shield, or Surge spells.  You choose what spell is in this slot when selecting this ability.  This ability can be taken multiple times.
  • Flash Move – This can be activated as a swift action and functions as the spell Fold Space.  It is useable once per encounter, and only targets you and your equipment.  It requires a Magery check as normal.

Device Greater Ability: Each time you gain an instance of Device Greater Ability, choose an ability from the list below, or from Device Standard Ability.

  • Extra Offensive Spell – While equipped with this device, you gain an extra slot in your spell suite, but it can only be used for any damaging spell, including spells that are not normally available to Device Magic users.  You choose what spell is in this slot when selecting this ability.  This ability can be taken multiple times.
  • Improved Autoshields – This ability requires you to have the Autoshields standard ability.  The rate at which your Autoshields HP pool regenerates is increased to 2 HP per round when deactivated.
    • Requirement: Must have the Autoshields device ability

Epic Space Adventures Abound!