I killed two party members tonight, the bard ran away (rerolled Paladin), but the Thief came out alive and fighting. As a reward, she recovered a bone wand from the Gelatinous Cube that devoured her friends, and got the following new move:
Activate Device
When you activate an arcane device, roll+INT. On a 10+, the device functions exactly as intended. On a 7-9, the device functions, but choose one:
* The device loses one charge
* The device affects another target of the GM’s choice
* The device’s effect is halved
Thoughts? I’m not 100% certain on the third option…
—EDIT—-
Thanks for the suggestions! The final 3 choices are:
* The Device loses one charge
* The Device affects more or less than you wanted
* The Device’s effects are maximized, but the device becomes inoperable until after you next Make Camp.
I’ll keep Charges, even though other magic items may not use them- after all, not all Ranged weapons use Ammo! Magic Staves may just have a limited number of daily uses, for example, and be unable to choose the Charge option.
Thanks for your comments! I’m thinking about a Wizard move for Use Device as well…