USB

USBs are small storage devices capable of holding one spell/technique of level 5 or lower each. By plugging a USB into a digivice, it allows a tamer's digimon use of the technique inside, regardless of the digimon's class or elemental affinity, however using a spell one wouldn't normally learn runs certain risk. Each wand has a number of charges based on its quality, each charge allows the use of the USB's technique one time. Once the USB runs out of charges, it breaks and can no longer be used.

Physical Description: A USB is 1 to 3 inches long, about 1/4 inch thick, and weighs no more than 1 ounce. A typical USB has Armor Class 7, 5 hit points, hardness 5, and a break DC of 16.

Activation: Use of a USB is usually a standard action that doesn't provoke attacks of opportunity. (If the spell being cast has a longer casting time than 1 action, however, it takes that long to cast the spell from a wand.) A wand may be used while grappling or while swallowed whole.

If the technique in the USB is one the user already knows or can learn based on their class or element, they may use the full amount of charges on the USB with no risk. If the technique is one that the user doesn't know and can't currently learn, then each use of the USB must be accompanied by a Tech Literacy skill check. A failure of this check results in the USB breaking, regardless of how many charges were left on it (the charge used that initiated the check still goes through and the user may still use that technique.) The DC of the skill check depends on the USB's quality.