This material is Open Game Content, and is licensed for public use under the terms of the Open Game License v1.0a.
MAGIC ITEMS (RODS)
RODS
Anyone can use a rod.
Physical Description
Rods weigh approximately 5 pounds. They range from 2 feet to 3 feet long and are usually made of iron or some other metal. (Many can function as light maces or clubs due to their sturdy construction.) These sturdy items have an AC of 9, 10 hit points, a hardness of 10, and a break DC of 27.
Activation
Details relating to rod use vary from item to item. See the individual descriptions for specifics.
Special Qualities
Roll d%. An 01 result indicates the rod is intelligent, 02-31 indicates that something provides a clue to its function, and 32-100 indicates no special qualities. Intelligent items have extra abilities and sometimes also extraordinary powers and special purposes.
Table: Rods
Medium Major Rod Market Price
------ ----- --- ------------
01-06 - Immovable 7,500 gp
07-12 - Metal and mineral detection 10,500 gp
13-20 01-05 Cancellation 11,000 gp
21-25 06-10 Wonder 12,000 gp
26-29 11-15 Python 13,000 gp
30-34 16-20 Flame extinguishing 15,000 gp
35-40 21-27 Withering 17,000 gp
41-45 28-33 Viper 19,000 gp
46-52 34-40 Thunder and lightning 23,000 gp
53-60 41-50 Enemy detection 23,500 gp
61-68 51-55 Splendor 25,000 gp
69-78 56-65 Negation 35,000 gp
79-90 66-80 Flailing 40,000 gp
91-96 81-85 Absorption 50,000 gp
97-99 86-90 Rulership 60,000 gp
100 91-94 Security 61,000 gp
- 95-98 Lordly might 70,000 gp
- 99-100 Alertness 72,000 gp
ROD DESCRIPTIONS
Absorption
This rod acts as a magnet, drawing spells or spell-like abilities into itself. The magic absorbed must be a single-target spell or a ray directed either at the character possessing the rod or her gear. The rod then nullifies the spell’s effect and stores its potential until the wielder releases this energy in the form of spells of his or her own. The wielder can instantly detect a spell’s level as the rod absorbs that spell’s energy. Absorption requires no action on the part of the user if the rod is in hand at the time.
A running total of absorbed (and used) spell levels should be kept. For example, a rod that absorbs a 6th-level spell and a 3rd-level spell has a total of nine absorbed spell levels. The wielder of the rod can use captured spell energy to cast any spell he or she has prepared, without expending the preparation itself. The only restrictions are that the levels of spell energy stored in the rod must be equal to or greater than the level of the spell the wielder wants to cast, that any material components required for the spell be present, and that the rod be in hand when casting. Continuing the example above, the rod wielder could use the nine absorbed spell levels to cast one 9th-level spell, or one 5th-level and one 4th-level spell, or nine 1st-level spells, and so on. For casters such as bards or sorcerers who do not prepare spells, the rod’s energy can be used to cast any spell of the appropriate level or levels that they know.
The rod of absorption absorbs a maximum of fifty spell levels and can thereafter only discharge any remaining potential it might have. The rod cannot be recharged. The wielder knows the rod’s remaining absorbing potential and current amount of stored energy.
To determine the absorption potential remaining in a newly found rod, roll d% and divide the result by 2. Then roll d% again: On a result of 01-30, half the levels already absorbed by the rod are still stored within.
Caster Level: 15th; Prerequisites: Craft Rod, spell turning; Market Price: 50,000 gp.
Alertness
This rod is indistinguishable from a +1 light mace. It has eight flanges on its macelike head. The rod bestows a +1 initiative bonus. If grasped firmly, the rod enables the holder to detect evil, detect good, detect chaos, detect law, detect magic, discern lies, or see invisibility. The use of these powers can be done freely with the rod, each different use taking a separate standard action.
If the head of a rod of alertness is planted in the ground, and the possessor wills it to alertness (a standard action), the rod senses any creature within 120 feet who intends to harm the possessor. Each of the flanges on the rod’s head then casts a light spell along the direction it faces (usually north, northeast, east, southeast, south, southwest, west, and northwest) out to a 60-foot range. At the same time, the rod creates the effect of a prayer spell upon all creatures friendly to the possessor in a 20-foot radius. Immediately thereafter, the rod sends forth a mental alert to these friendly creatures, warning them of possible danger from the unfriendly creature or creatures within the 120-foot radius. These effects last for 10 minutes, and the rod can perform this function once per day.
Last, the rod can be used to simulate the casting of an animate objects spell, utilizing any eight (or fewer) objects located roughly around the perimeter of a 5-foot-radius circle centered on the rod when planted in the ground. Objects remain animated for 10 minutes. The rod can perform this function once per day.
Caster Level: 14th; Prerequisites: Craft Rod, light, detect magic, alarm, detect chaos, detect evil, detect good, detect law, discern lies, see invisibility, prayer, animate objects; Market Price: 72,000 gp.
Cancellation
The touch of this rod drains an item of all magical properties. The item touched gets a saving throw (DC 19). If a creature is holding it at the time, then the item can use the holder’s Will save bonus in place of its own if the holder’s is better. In such cases, contact is made by making a melee touch attack roll. Upon draining an item, the rod itself becomes brittle and cannot be used again. Drained items are only restorable by wish or miracle. (If a sphere of annihilation and a rod of cancellation negate each other, nothing can restore either of them.)
Caster Level: 15th; Prerequisites: Craft Rod, dispel magic; Market Price: 11,000 gp.
Enemy Detection
This device pulses in the wielder’s hand and points in the direction of any creature or creatures hostile to the bearer of the device (nearest ones first). These creatures can be invisible, ethereal, hidden, disguised, or in plain sight. Detection range is 60 feet. The rod can be used three times each day, each use lasting up to 10 minutes. Activating the rod is a standard action.
Caster Level: 10th; Prerequisites: Craft Rod, discern lies; Market Price: 23,500 gp.
Flailing
Upon the command of its possessor, the rod activates, changing from a normal-seeming rod to a +3 dire flail. The dire flail is a double weapon, which means that each of the weapon’s heads can be used to attack. The wielder can gain an extra attack (with the second head) at the cost of making all attacks at a -2 penalty (as if the user had the Two-Weapon Fighting and Ambidexterity feats).
Once per day the wielder can use a free action to cause the rod to grant him or her a +4 deflection bonus to Armor Class and a +4 resistance bonus to saving throws for 10 minutes. The rod need not be in weapon form to grant this benefit. Transforming it into a weapon or back into a rod is a move-equivalent action.
Caster Level: 9th; Prerequisites: Craft Rod, Craft Magic Arms and Armor, bless; Market Price: 40,000 gp.
Flame Extinguishing
This rod can extinguish Medium-size or smaller nonmagical fires with simply a touch (a standard action). Extinguishing a Large or larger nonmagical fire, or a magic fire of Medium-size or smaller (such as that of a flaming weapon or a burning hands spell), expends 1 charge. Continual magic flames, such as those of a weapon or a fire creature, are suppressed for 6 rounds and flare up again after that time. To extinguish an instantaneous fire spell, the rod must be within the area of the effect and the wielder must have used a ready action, effectively countering the entire spell. When applied to Large or larger magic fires, such as those caused by fireball, flame strike, or wall of fire, extinguishing the flames expends 2 charges from the rod.
If the device is used upon a fire creature, a successful attack roll deals 6d6 points of damage to the creature. This requires 3 charges.
The rod has 10 charges, renewed each day.
Caster Level: 12th; Prerequisites: Craft Rod, pyrotechnics; Market Price: 15,000 gp.
Immovable Rod
This rod is a flat iron bar with a small button on one end. When the button is pushed (a move-equivalent action), the rod does not move from where it is, even if staying in place defies gravity. An immovable rod can support up to 8,000 pounds before falling to the ground. If a creature pushes against an immovable rod, it must make a Strength check (DC 30) to move it up to 10 feet in a single round.
Caster Level: 10th; Prerequisites: Craft Rod, levitate; Market Price: 7,500 gp.
Lordly Might
This rod has functions that are spell-like, and it can also be used as a magic weapon of various sorts. It also has several more mundane uses. The rod of lordly might is metal, thicker than other rods, with a flanged ball at one end and six studlike buttons along its length. (Pushing any of the rod’s buttons is equivalent to drawing a weapon.) It weighs 10 pounds.
The following spell-like functions of the rod can each be used once per day:
Hold person upon touch, if the wielder so commands (DC 14). The wielder must choose to use this power and then succeed with a melee touch attack to activate the power. If the attack fails, the effect is lost.
Fear upon all enemies viewing it, if the wielder so desires (10-foot maximum range, DC 16). Invoking this power is a standard action.
Deal 2d4 hit points of damage to an opponent on a successful touch attack and cure the wielder of a like amount of damage (DC 17). The wielder must choose to use this power before attacking, as with hold person.
The following weapon uses of the rod have no limits on their use:
In its normal form, the rod can be used as a +2 light mace.
When button 1 is pushed, the rod becomes a +1 flaming longsword. A blade springs from the ball, with the ball itself becoming the sword’s hilt. The weapon lengthens to an overall length of 4 feet.
When button 2 is pushed, the rod becomes a +4 battleaxe. A wide blade springs forth at the ball, and the whole lengthens to 4 feet.
When button 3 is pushed, the rod becomes a +3 shortspear or longspear. The spear blade springs forth, and the handle can be lengthened up to 12 feet (wielder’s choice), for an overall length of from 6 feet to 15 feet. At its 15-foot length, the rod is suitable for use as a lance.
The following mundane uses of the rod also have no limits on their use:
Climbing pole/ladder. When button 4 is pushed, a spike that can anchor in granite is extruded from the ball, while the other end sprouts three sharp hooks. The rod lengthens to anywhere between 5 and 50 feet in a single round, stopping when button 4 is pushed again. Horizontal bars three inches long fold out from the sides, 1 foot apart, in staggered progression. The rod is firmly held by the spike and hooks and can bear up to 4,000 pounds. The wielder can retract the pole by pushing button 5.
The ladder function can be used to force open doors. The wielder plants the rod’s base 30 feet or less from the portal to be forced and in line with it, then pushes button 4. The force exerted has a +12 Strength bonus.
When button 6 is pushed, the rod indicates magnetic north and gives the wielder a knowledge of his or her approximate depth beneath the surface or height above it.
Caster Level: 19th; Prerequisites: Craft Rod, Craft Magic Arms and Armor, inflict light wounds, bull’s strength, flame blade, hold person, fear; Market Price: 70,000 gp.
Metal and Mineral Detection
This rod pulses in the wielder’s hand and points to the largest mass of metal within 30 feet. However, the wielder can concentrate on a specific metal or mineral. If the specific mineral is within 30 feet, the rod points to any places it is located, and the rod wielder knows the approximate quantity as well. If more than one deposit of the specified metal or mineral is within range, the rod points to the largest cache first. Each operation requires a full-round action.
Caster Level: 9th; Prerequisites: Craft Rod, locate object; Market Price: 10,500 gp.
Negation
This device negates the spell or spell-like function or functions of magic items. The wielder points the rod at the magic item, and a pale gray beam shoots forth to touch the target device, attacking as a ray (a ranged touch attack). The ray negates any currently active item function and has a 75% chance to negate any other spell or spell-like functions of that device, regardless of the level or power of the functions, for 2d4 rounds. To negate instantaneous effects, the rod wielder needs to have used a ready action. The target item gets no saving throw or means to resist this effect, although the rod can’t negate artifacts (even minor artifacts). The rod can function three times per day.
Caster Level: 16th; Prerequisites: Craft Rod, dispel magic, and limited wish or miracle; Market Price: 44,600 gp.
Python
This rod is longer than normal rods. It is about 4 feet long and weighs 10 pounds. It strikes as a +2 quarterstaff. If the user throws the rod to the ground (a standard action), it grows to become a 25-foot-long Huge constrictor snake by the end of the round. The python obeys all commands of the owner. (In animal form, it lacks the +2 enhancement bonus to attacks and damage possessed by the rod form.) The serpent returns to rod form (a full-round action) whenever the wielder desires, or whenever it moves farther than 100 feet from the owner. If the snake form is slain, it returns to rod form and cannot be activated again for three days. A python rod only functions if the possessor is good.
Caster Level: 10th; Prerequisites: Craft Rod, Craft Magic Arms and Armor, polymorph other, creator must be good; Market Price: 13,000 gp.
Rulership
This rod looks like a royal scepter worth at least 5,000 gp in materials and workmanship alone. The wielder can command the obedience and fealty of creatures within 120 feet when he or she activates the device (a standard action). Creatures totaling 300 Hit Dice can be ruled, but creatures with Intelligence scores of 12 or higher are entitled to a Will saving throw (DC 16) to negate the effect. Ruled creatures obey the wielder as if he or she were their absolute sovereign. Still, if the wielder gives a command that is contrary to the nature of the creatures commanded, the magic is broken. The rod can be used for 500 total minutes before crumbling to dust. This duration need not be continuous.
Caster Level: 20th; Prerequisites: Craft Rod, mass charm; Market Price: 60,000 gp.
Security
This item creates a nondimensional space, a pocket paradise. There the rod’s possessor and as many as 199 other creatures can stay in complete safety for a period of time, up to 200 days divided by the number of creatures affected. All fractions are rounded down.
In this pocket paradise, creatures don’t age, and natural healing take place at twice the normal rate. Fresh water and food (fruits and vegetables only) are in abundance. The climate is comfortable for all creatures involved.
Activating the rod (a standard action) causes the wielder and all creatures touching the rod to be transported instantaneously to the paradise. Members of large groups can hold hands or otherwise maintain physical contact, allowing all connected creatures in a circle or a chain to be affected by the rod. Unwilling creatures get a Will saving throw (DC 17) to negate the effect. If such a creature succeeds at its save, other creatures beyond that point in a chain can still be affected by the rod.
When the rod’s effect expires or is dispelled, all the affected creatures instantly reappear in the location they occupied when the rod was activated. If something else occupies the space that a traveler would be returning to, then his or her body is displaced a sufficient distance to provide the space required for reentry. The rod’s possessor can dismiss the effect whenever he or she wishes before the maximum time period expires, but the rod can only be activated once per week.
Caster Level: 20th; Prerequisites: Craft Rod, gate; Market Price: 61,000 gp.
Splendor
The possessor of this rod gains a +4 enhancement bonus to his or her Charisma score for as long as he or she holds or carries the item. Once per day, the rod creates and garbs the user in clothing of the finest fabrics, plus adornments of furs and jewels.
Apparel created by the magic of the rod remains in existence for 12 hours. However, if the user attempts to sell or give away any part of it, to use it for a spell component, or the like, all the apparel immediately disappears. The same applies if any of it is forcibly taken from the user.
The value of noble garb created by the rod ranges from 7,000 to 10,000 gp (1d4+6 times 1,000 gp)-1,000 gp for the fabric alone, 5,000 gp for the furs, and the rest for the jewel trim (maximum of twenty gems, maximum value 200 gp each).
In addition, the rod has a second special power, usable once per week. Upon command, it creates a palatial tent-a huge pavilion of silk 60 feet across. Inside the tent are temporary furnishings and food suitable to the splendor of the pavilion and sufficient to entertain as many as one hundred persons. The tent and its trappings last for one day. At the end of that time, the tent and all objects associated with it (including any items that were taken out of the tent) disappear.
Caster Level: 12th; Prerequisites: Craft Rod, fabricate, major creation; Market Price: 25,000 gp.
Thunder and Lightning
This rod has the properties of a +2 light mace. Its other magical powers are as follows:
Thunder: Once per day, the rod can strike as a +3 light mace, and the opponent struck is stunned from the noise of the rod’s impact (Fortitude negates DC 13). Activating this power counts as a free action, and it works if the wielder strikes an opponent within 1 round.
Lightning: Once per day, a short spark of electricity can leap forth when the rod strikes an opponent to deal the normal damage for a +2 light mace (1d6) and +2d6 points of bonus electricity damage. Even when the rod might not score a normal hit in combat, if the roll was good enough to count as a successful melee touch attack hit, then the +2d6 points of bonus electrical damage still applies. The wielder activates this power as a free action, and it works if the wielder strikes an opponent within 1 round.
Thunderclap: Once per day as a standard action, the rod can create a deafening noise, just as a shout spell (DC 14, 2d6 points of sonic damage, target deafened for 2d6 rounds).
Lightning Stroke: Once per day as a standard action, a 5-foot-wide lightning bolt (9d6 points of damage, DC 14) can blast from the rod to a range of 200 feet.
Thunder and Lightning: Once per week as a standard action, the rod can combine the thunderclap described above with a forked lightning bolt, as in the lightning stroke. The thunderclap affects all within 10 feet of the bolt. The lightning alone deals 9d6 points of damage (count rolls of 1 or 2 as rolls of 3, for a range of 27 to 54 points), plus 2d6 more for the thunderclap. A single Reflex saving throw applies for both effects (DC 14), with deafness and half damage suffered by those who are successful.
Caster Level: 9th; Prerequisites: Craft Rod, Craft Magic Arms and Armor, lightning bolt, shout; Market Price: 23,000 gp.
Viper
This rod strikes as a +1 heavy mace. Once per day, upon command (a free action), the head of the rod becomes that of an actual serpent for 10 minutes. During this period, any successful strike with the rod deals normal damage and poisons the creature hit. The poison deals 1d10 points of temporary Constitution damage immediately (Fortitude negates DC 14) and another 1d10 points of temporary Constitution damage 1 minute later (Fortitude negates DC 14). The rod only functions if the possessor is evil.
Caster Level: 10th; Prerequisites: Craft Rod, Craft Magic Arms and Armor, poison, creator must be evil; Market Price: 19,000 gp.
Withering
The rod of withering acts as a +1 light mace that deals no hit point damage. Instead, the wielder deals 1d4 points of temporary Strength damage and 1d4 points of temporary Constitution damage to any creature touched with the rod (by making a melee touch attack). If the wielder scores a critical hit, the damage from that hit is actually permanent ability drain. In either case, the defender negates the effect with a Fortitude save (DC 14).
Caster Level: 13th; Prerequisites: Craft Rod, Craft Magic Arms and Armor, contagion; Market Price: 17,000 gp.
Wonder
The rod of wonder is a strange and unpredictable device that randomly generates any number of weird effects each time it is used. (Activating the rod is a standard action.) The usual effects are shown on the table below, but you may alter these for any or all of these as you see fit for your own campaign. Typical powers of the rod include all of the following:
Rod of Wonder
d% Wondrous Effect
-- ---------------
01-05 Slow creature pointed at for 10 rounds (DC 13).
06-10 Faerie fire surrounds the target (DC 11).
11-15 Deludes wielder for 1 round into believing the rod functions as indicated by a second die roll (no save).
16-20 Gust of wind, but at windstorm force (DC 13).
21-25 Wielder learns target’s surface thoughts (as with detect thoughts) for 1d4 rounds (no save).
26-30 Stinking cloud at 30-ft. range (DC 12).
31-33 Heavy rain falls for 1 round in 60-ft. radius centered on rod wielder.
34-36 Summon an animal-a rhino (01-25 result on d%), elephant (26-50), or mouse (51-100).
37-46 Lightning bolt (70 ft. long, 5 ft. wide), 6d6 points of damage (DC 13).
47-49 Stream of 600 large butterflies pours forth and flutters around for 2 rounds, blinding everyone (including wielder) within 25 ft. (Reflex save DC 14 to avoid).
50-53 Enlarge target 50% if within 60 ft. of rod (DC 11).
54-58 Darkness, 30-ft.-diameter hemisphere, centered 30 ft. away from rod.
59-62 Grass grows in 160-sq.-ft. area before the rod, or grass existing there grows to ten times normal size.
63-65 Turn ethereal any nonliving object of up to 1,000 lb. mass and up to 30 cu. ft. in size.
66-69 Reduce wielder to 1/12 height (no save).
7079 Fireball at target or 100 ft. straight ahead, 6d6 damage (DC 13).
80-84 Invisibility covers rod wielder.
85-87 Leaves grow from target if within 60 ft. of rod. These last 24 hours.
88-90 10-40 gems, value 1 gp each, shoot forth in a 30-ft.-long stream. Each gem causes 1 point of damage to any creature in its path: roll 5d4 for the number of hits and divide them among the available targets.
91-95 Shimmering colors dance and play over a 40-ft.-by-30-ft. area in front of rod. Creatures therein are blinded for 1d6 rounds (Fortitude negates DC 12).
96-97 Wielder (50% chance) or target (50% chance) turns permanently blue, green, or purple (no save).
98-100 Flesh to stone (or stone to flesh if target is stone already) _if target is within 60 ft.
Caster Level: 10th; Prerequisites: Craft Rod, confusion, creator must be chaotic; Market Price: 12,000 gp.