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MAGIC ITEMS III (POTIONS, RINGS,
& RODS)
POTIONS AND OILS
A potion is a magic liquid that
produces its effect when imbibed. Magic oils are similar to potions, except
that oils are applied externally rather than imbibed. A potion or oil can be
used only once. It can duplicate the effect of a spell of up to 3rd level that
has a casting time of less than 1 minute.
Potions are like spells cast upon the
imbiber. The character taking the potion doesn’t get to make any decisions
about the effect —the caster who brewed the potion has already done so. The
drinker of a potion is both the effective target and the caster of the effect
(though the potion indicates the caster level, the drinker still controls the
effect).
The person applying an oil is the
effective caster, but the object is the target.
Physical Description: A typical potion or oil
consists of 1 ounce of liquid held in a ceramic or glass vial fitted with a
tight stopper. The stoppered container is usually no more than 1 inch wide and
2 inches high. The vial has AC 13, 1 hit point, hardness 1, and a break DC of
12. Vials hold 1 ounce of liquid.
Identifying Potions: In addition to the
standard methods of identification, PCs can sample from each container they
find to attempt to determine the nature of the liquid inside. An experienced
character learns to identify potions by memory
—for example, the last time she
tasted a liquid that reminded her of almonds, it turned out to be a potion
of cure moderate wounds.
Activation: Drinking a potion or
applying an oil requires no special skill. The user merely removes the stopper
and swallows the potion or smears on the oil. The following rules govern potion
and oil use.
Drinking a potion or using an oil on
an item of gear is a standard action. The potion or oil takes effect
immediately. Using a potion or oil provokes attacks of opportunity. A
successful attack (including grappling attacks) against the character forces a
Concentration check (as for casting a spell). If the character fails this
check, she cannot drink the potion. An enemy may direct an attack of
opportunity against the potion or oil container rather than against the
character. A successful attack of this sort can destroy the container.
A creature must be able to swallow a
potion or smear on an oil. Because of this, incorporeal creatures cannot use
potions or oils.
Any corporeal creature can imbibe a
potion. The potion must be swallowed. Any corporeal creature can use an oil.
A character can carefully administer
a potion to an unconscious creature as a full-round action, trickling the
liquid down the creature’s throat. Likewise, it takes a full-round action to
apply an oil to an unconscious creature.
Potion Descriptions
The caster level for a standard
potion is the minimum caster level needed to cast the spell (unless otherwise
specified).
Table: Potions and Oils |
||||
Minor |
Medium |
Major |
Potion or Oil |
Market Price
|
01–10 |
— |
— |
Cure light wounds (potion) |
50 gp |
11–13 |
— |
— |
Endure elements (potion) |
50 gp |
14–15 |
— |
— |
Hide from animals (potion) |
50 gp |
16–17 |
— |
— |
Hide from undead (potion) |
50 gp |
18–19 |
— |
— |
Jump (potion) |
50 gp |
20–22 |
— |
— |
Mage armor (potion) |
50 gp |
23–25 |
— |
— |
Magic fang (potion) |
50 gp |
26 |
— |
— |
Magic stone (oil) |
50 gp |
27–29 |
— |
— |
Magic weapon (oil) |
50 gp |
30 |
— |
— |
Pass without trace (potion) |
50 gp |
31–32 |
— |
— |
Protection from (alignment) (potion) |
50 gp |
33–34 |
— |
— |
Remove fear (potion) |
50 gp |
35 |
— |
— |
Sanctuary (potion) |
50 gp |
36–38 |
— |
— |
Shield of faith +2 (potion) |
50 gp |
39 |
— |
— |
Shillelagh (oil) |
50 gp |
40–41 |
01–02 |
— |
Bless weapon (oil) |
100 gp |
42–44 |
03–04 |
— |
Enlarge person (potion) |
250 gp |
45 |
05 |
— |
Reduce person (potion) |
250 gp |
46–47 |
06 |
— |
Aid (potion) |
300 gp |
48–50 |
07 |
— |
Barkskin +2 (potion) |
300 gp |
51–53 |
08–10 |
— |
Bear’s endurance (potion) |
300 gp |
54–56 |
11–13 |
01–02 |
Blur (potion) |
300 gp |
57–59 |
14–16 |
— |
Bull’s strength (potion) |
300 gp |
60–62 |
17–19 |
— |
Cat’s grace (potion) |
300 gp |
63–67 |
20–27 |
03–07 |
Cure moderate wounds (potion) |
300 gp |
68 |
28 |
— |
Darkness (oil) |
300 gp |
69–71 |
29–30 |
08–09 |
Darkvision (potion) |
300 gp |
72–74 |
31 |
— |
Delay poison (potion) |
300 gp |
75–76 |
32–33 |
— |
Eagle’s splendor (potion) |
300 gp |
77–78 |
34–35 |
— |
Fox’s cunning (potion) |
300 gp |
79–81 |
36–37 |
10–11 |
Invisibility (potion or oil) |
300 gp |
82–84 |
38 |
12 |
Lesser restoration (potion) |
300 gp |
85–86 |
39 |
— |
Levitate (potion or oil) |
300 gp |
87 |
40 |
— |
Misdirection (potion) |
300 gp |
88–89 |
41–42 |
— |
Owl’s wisdom (potion) |
300 gp |
90–91 |
43 |
— |
Protection from arrows 10/magic (potion) |
300 gp |
92–93 |
44 |
13 |
Remove paralysis (potion) |
300 gp |
94–96 |
45–46 |
— |
Resist energy (type) 10 (potion) |
300 gp |
97 |
47–48 |
14 |
Shield of faith +3 (potion) |
300 gp |
98–99 |
49 |
— |
Spider climb (potion) |
300 gp |
100 |
50 |
15 |
Undetectable alignment (potion) |
300 gp |
— |
51 |
16 |
Barkskin +3 (potion) |
600 gp |
— |
52 |
17–18 |
Shield of faith +4 (potion) |
600 gp |
— |
53–55 |
19–20 |
Resist energy (type) 20 (potion) |
700 gp |
— |
56–60 |
21–28 |
Cure serious wounds (potion) |
750 gp |
— |
61 |
29 |
Daylight (oil) |
750 gp |
— |
62–64 |
30–32 |
Displacement (potion) |
750 gp |
— |
65 |
33 |
Flame arrow (oil) |
750 gp |
— |
66–68 |
34–38 |
Fly (potion) |
750 gp |
— |
69 |
39 |
Gaseous form (potion) |
750 gp |
— |
70–71 |
— |
Greater magic fang +1 (potion) |
750 gp |
— |
72–73 |
— |
Greater magic weapon +1 (oil) |
750 gp |
— |
74–75 |
40–41 |
Haste (potion) |
750 gp |
— |
76–78 |
42–44 |
Heroism (potion) |
750 gp |
— |
79–80 |
45–46 |
Keen edge (oil) |
750 gp |
— |
81 |
47 |
Magic circle against (alignment) (potion) |
750 gp |
— |
82–83 |
— |
Magic vestment +1 (oil) |
750 gp |
— |
84–86 |
48–50 |
Neutralize poison (potion) |
750 gp |
— |
87–88 |
51–52 |
Nondetection (potion) |
750 gp |
— |
89–91 |
53–54 |
Protection from energy (type) (potion) |
750 gp |
— |
92–93 |
55 |
Rage (potion) |
750 gp |
— |
94 |
56 |
Remove blindness/deafness (potion) |
750 gp |
— |
95 |
57 |
Remove curse (potion) |
750 gp |
— |
96 |
58 |
Remove disease (potion) |
750 gp |
— |
97 |
59 |
Tongues (potion) |
750 gp |
— |
98–99 |
60 |
Water breathing (potion) |
750 gp |
— |
100 |
61 |
Water walk (potion) |
750 gp |
— |
— |
62–63 |
Barkskin +4 (potion) |
900 gp |
— |
— |
64 |
Shield of faith +5 (potion) |
900 gp |
— |
— |
65 |
Good hope (potion) |
1,050 gp |
— |
— |
66–68 |
Resist energy (type) 30 (potion) |
1,100 gp |
— |
— |
69 |
Barkskin +5 (potion) |
1,200 gp |
— |
— |
70–73 |
Greater magic fang +2 (potion) |
1,200 gp |
— |
— |
74–77 |
Greater magic weapon +2 (oil) |
1,200 gp |
— |
— |
78–81 |
Magic vestment +2 (oil) |
1,200 gp |
— |
— |
82 |
Protection from arrows 15/magic (potion) |
1,500 gp |
— |
— |
83–85 |
Greater magic fang +3 (potion) |
1,800 gp |
— |
— |
86–88 |
Greater magic weapon +3 (oil) |
1,800 gp |
— |
— |
89–91 |
Magic vestment +3 (oil) |
1,800 gp |
— |
— |
92–93 |
Greater magic fang +4 (potion) |
2,400 gp |
— |
— |
94–95 |
Greater magic weapon +4 (oil) |
2,400 gp |
— |
— |
96–97 |
Magic vestment +4 (oil) |
2,400 gp |
— |
— |
98 |
Greater magic fang +5 (potion) |
3,000 gp |
— |
— |
99 |
Greater magic weapon +5 (oil) |
3,000 gp |
— |
— |
100 |
Magic vestment +5 (oil) |
3,000 gp |
RINGS
Rings bestow magical powers upon
their wearers. Only a rare few have charges. Anyone can use a ring.
A character can only effectively wear
two magic rings. A third magic ring doesn’t work if the wearer is already
wearing two magic rings.
Physical Description: Rings have no appreciable
weight. Although exceptions exist that are crafted from glass or bone, the vast
majority of rings are forged from metal—usually precious metals such as gold,
silver, and platinum. A ring has AC 13, 2 hit points, hardness 10, and a break
DC of 25.
Activation: Usually, a ring’s ability
is activated by a command word (a standard action that does not provoke attacks
of opportunity) or it works continually. Some rings have exceptional activation
methods, according to their descriptions.
Special Qualities: Roll d%. A result of 01
indicates the ring is intelligent, 02–31 indicates that something (a design,
inscription, or the like) provides a clue to its function, and 32–100 indicates
no special qualities. Intelligent items have extra abilities and sometimes
extraordinary powers and special purposes. Rings with charges can never be intelligent.
Table: Rings |
||||
Minor |
Medium |
Major |
Ring |
Market Price
|
01–18 |
— |
— |
Protection +1 |
2,000 gp |
19–28 |
— |
— |
Feather falling |
2,200 gp |
29–36 |
— |
— |
Sustenance |
2,500 gp |
37–44 |
— |
— |
Climbing |
2,500 gp |
45–52 |
— |
— |
Jumping |
2,500 gp |
53–60 |
— |
— |
Swimming |
2,500 gp |
61–70 |
01–05 |
— |
Counterspells |
4,000 gp |
71–75 |
06–08 |
— |
Mind shielding |
8,000 gp |
76–80 |
09–18 |
— |
Protection +2 |
8,000 gp |
81–85 |
19–23 |
— |
Force shield |
8,500 gp |
86–90 |
24–28 |
— |
Ram |
8,600 gp |
— |
29–34 |
— |
Climbing, improved |
10,000 gp |
— |
35–40 |
— |
Jumping, improved |
10,000 gp |
— |
41–46 |
— |
Swimming, improved |
10,000 gp |
91–93 |
47–51 |
— |
Animal friendship |
10,800 gp |
94–96 |
50–56 |
01–02 |
Energy resistance, minor |
12,000 gp |
97–98 |
57–61 |
— |
Chameleon power |
12,700 gp |
99–100 |
62–66 |
— |
Water walking |
15,000 gp |
— |
67–71 |
03–07 |
Protection +3 |
18,000 gp |
— |
72–76 |
08–10 |
Spell storing, minor |
18,000 gp |
— |
77–81 |
11–15 |
Invisibility |
20,000 gp |
— |
82–85 |
16–19 |
Wizardry (I) |
20,000 gp |
— |
86–90 |
20–25 |
Evasion |
25,000 gp |
— |
91–93 |
26–28 |
X-ray vision |
25,000 gp |
— |
94–97 |
29–32 |
Blinking |
27,000 gp |
— |
98–100 |
33–39 |
Energy resistance, major |
28,000 gp |
— |
— |
40–49 |
Protection +4 |
32,000 gp |
— |
— |
50–55 |
Wizardry (II) |
40,000 gp |
— |
— |
56–60 |
Freedom of movement |
40,000 gp |
— |
— |
61–63 |
Energy resistance, greater |
44,000 gp |
— |
— |
64–65 |
Friend shield (pair) |
50,000 gp |
— |
— |
66–70 |
Protection +5 |
50,000 gp |
— |
— |
71–74 |
Shooting stars |
50,000 gp |
— |
— |
75–79 |
Spell storing |
50,000 gp |
— |
— |
80–83 |
Wizardry (III) |
70,000 gp |
— |
— |
84–86 |
Telekinesis |
75,000 gp |
— |
— |
87–88 |
Regeneration |
90,000 gp |
— |
— |
89 |
Three wishes |
97,950 gp |
— |
— |
90–92 |
Spell turning |
98,280 gp |
— |
— |
93–94 |
Wizardry (IV) |
100,000 gp |
— |
— |
95 |
Djinni calling |
125,000 gp |
— |
— |
96 |
Elemental command (air) |
200,000 gp |
— |
— |
97 |
Elemental command (earth) |
200,000 gp |
— |
— |
98 |
Elemental command (fire) |
200,000 gp |
— |
— |
99 |
Elemental command (water) |
200,000 gp |
— |
— |
100 |
Spell storing, major |
200,000 gp |
Ring Descriptions
Standard rings are described below.
Animal Friendship: On command, this ring
affects an animal as if the wearer had cast charm animal.
Faint enchantment; CL 3rd; Forge
Ring, charm animal; Price 10,800 gp.
Blinking: On command, this ring
makes the wearer blink, as with the blink spell.
Moderate transmutation; CL 7th; Forge
Ring, blink; Price 27,000 gp.
Chameleon Power: As a free action, the
wearer of this ring can gain the ability to magically blend in with the
surroundings. This provides a +10 competence bonus on her Hide checks. As a
standard action, she can also command the ring to utilize the spell disguise
self as often as she wants.
Faint illusion; CL 3rd; Forge Ring, disguise
self, invisibility; Price 12,700 gp.
Climbing: This ring is actually a
magic leather cord that ties around a finger. It continually grants the wearer
a +5 competence bonus on Climb checks.
Faint transmutatation; CL 5th; Forge
Ring, creator must have 5 ranks in the Climb skill; Price 2,500 gp.
Climbing, Improved: As climbing, except it grants a +10 competence bonus
on its wearer’s Climb checks.
Faint transmutation; CL 5th; Forge
Ring, creator must have 10 ranks in the Climb skill; Price 10,000 gp.
Counterspells: This ring might seem to
be a ring of spell storing upon first examination. However, while it
allows a single spell of 1st through 6th level to be cast into it, that spell
cannot be cast out of the ring again. Instead, should that spell ever be cast
upon the wearer, the spell is immediately countered, as a counterspell action,
requiring no action (or even knowledge) on the wearer’s part. Once so used, the
spell cast within the ring is gone. A new spell (or the same one as before) may
be placed in it again.
Moderate evocation; CL 11th; Forge
Ring, imbue with spell ability; Price 4,000 gp.
Djinni Calling: One of the many rings of
fable, this “genie” ring is most useful indeed. It serves as a special gate by
means of which a specific djinni can be called from the Elemental Plane of Air.
When the ring is rubbed (a standard action), the call goes out, and the djinni
appears on the next round. The djinni faithfully obeys and serves the wearer of
the ring, but never for more than 1 hour per day. If the djinni of the ring is
ever killed, the ring becomes nonmagical and worthless.
Strong conjuration; CL 17th; Forge
Ring, gate; Price 125,000 gp.
Elemental Command: All four kinds of elemental
command rings are very powerful. Each appears to be nothing more than a
lesser magic ring until fully activated (by meeting a special condition, such
as single-handedly slaying an elemental of the appropriate type or exposure to
a sacred material of the appropriate element), but each has certain other
powers as well as the following common properties.
Elementals of the plane to which the
ring is attuned can’t attack the wearer, or even approach within 5 feet of him.
If the wearer desires, he may forego this protection and instead attempt to charm
the elemental (as charm monster, Will DC 17 negates). If the charm
attempt fails, however, absolute protection is lost and no further attempt
at charming can be made.
Creatures from the plane to which the
ring is attuned who attack the wearer take a –1 penalty on their attack rolls.
The ring wearer makes applicable saving throws from the extraplanar creature’s
attacks with a +2 resistance bonus. He gains a +4 morale bonus on all attack
rolls against such creatures. Any weapon he uses bypasses the damage reduction
of such creatures, regardless of any qualities the weapon may or may not have.
The wearer of the ring is able to
converse with creatures from the plane to which his ring is attuned. These
creatures recognize that he wears the ring. They show a healthy respect for the
wearer if alignments are similar. If alignments are opposed, creatures fear the
wearer if he is strong. If he is weak, they hate and desire to slay him.
The possessor of a ring of
elemental command takes a saving throw penalty as follows:
Element
|
Saving Throw Penalty
|
Air |
–2 against earth-based effects |
Earth |
–2 against air- or
electricity-based effects |
Fire |
–2 against water- or cold-based
effects |
Water |
–2 against fire-based effects |
In addition to the powers described
above, each specific ring gives its wearer the following abilities according to
its kind.
Ring of Elemental Command (Air)
• Feather fall (unlimited use,
wearer only)
• Resist energy (electricity) (unlimited
use, wearer only)
• Gust of wind (twice per day)
• Wind wall (unlimited use)
• Air walk (once per day,
wearer only)
• Chain lightning (once per
week)
The ring appears to be a ring of
feather falling until a certain condition is met to activate its full
potential. It must be reactivated each time a new wearer acquires it.
Ring of Elemental Command (Earth)
• Meld into stone (unlimited
use, wearer only)
• Soften earth or stone (unlimited
use)
• Stone shape (twice per day)
• Stoneskin (once per week,
wearer only)
• Passwall (twice per week)
• Wall of stone (once per day)
The ring appears to be a ring of
meld into stone until the established condition is met.
Ring of Elemental Command (Fire)
• Resist energy (fire) (as a major
ring of energy resistance [fire])
• Burning hands (unlimited
use)
• Flaming sphere (twice per
day)
• Pyrotechnics (twice per day)
• Wall of fire (once per day)
• Flame strike (twice per
week)
The ring appears to be a major
ring of energy resistance (fire) until the established condition is met.
Ring of Elemental Command (Water)
• Water walk (unlimited use)
• Create water (unlimited use)
• Water breathing (unlimited
use)
• Wall of ice (once per day)
• Ice storm (twice per week)
• Control water (twice per
week)
The ring appears to be a ring of
water walking until the established condition is met.
Strong conjuration; CL 15th; Forge
Ring, summon monster VI, all appropriate spells; Price 200,000 gp.
Energy Resistance: This reddish iron ring continually
protects the wearer from damage from one type of energy—acid, cold,
electricity, fire, or sonic (chosen by the creator of the item; determine
randomly if found as part of a treasure hoard). Each time the wearer would
normally take such damage, subtract the ring’s resistance value from the damage
dealt.
A minor ring of energy resistance grants
10 points of resistance. A major ring of energy resistance grants 20
points of resistance. A greater ring of energy resistance grants 30
points of resistance.
Faint (minor or major) or moderate
(greater) abjuration; CL 3rd (minor),
7th (major), or 11th (greater); Forge Ring, resist energy; Price 12,000
gp (minor), 28,000 gp (major), 44,000 gp (greater).
Evasion: This ring continually grants the
wearer the ability to avoid damage as if she had evasion. Whenever she makes a
Reflex saving throw to determine whether she takes half damage, a successful
save results in no damage.
Moderate transmutation; CL 7th; Forge
Ring, jump; Price 25,000 gp.
Feather Falling: This ring is crafted with
a feather pattern all around its edge. It acts exactly like a feather fall spell,
activated immediately if the wearer falls more than 5 feet.
Faint transmutation; CL 1st; Forge
Ring, feather fall; Price 2,200 gp.
Force Shield: An iron band, this simple
ring generates a shield-sized (and shield-shaped) wall of force that
stays with the ring and can be wielded by the wearer as if it were a heavy
shield (+2 AC). This special creation has no armor check penalty or arcane
spell failure chance since it is weightless and encumbrance-free. It can be
activated and deactivated at will as a free action.
Moderate evocation; CL 9th; Forge
Ring, wall of force; Price 8,500 gp.
Freedom of Movement: This gold ring allows the
wearer to act as if continually under the effect of a freedom of movement spell.
Moderate abjuration; CL 7th; Forge
Ring, freedom of movement; Price 40,000 gp.
Friend Shield: These curious rings
always come in pairs. A friend shield ring without its mate is useless.
Either wearer of one of a pair of the rings can, at any time, command his or
her ring to cast a shield other spell with the wearer of the mated ring
as the recipient. This effect has no range limitation.
Moderate abjuration; CL 10th; Forge
Ring, shield other; Price 50,000 gp (for a pair).
Invisibility: By activating this simple
silver ring, the wearer can benefit from invisibility, as the spell.
Faint illusion; CL 3rd; Forge Ring, invisibility;
Price 20,000 gp.
Jumping: This ring continually allows the
wearer to leap about, providing a +5 competence bonus on all his Jump checks.
Faint transmutation; CL 2nd; Forge
Ring, creator must have 5 ranks in the Jump skill; Price 2,500 gp.
Jumping, Improved: As jumping, except it grants a +10 competence bonus
on its wearer’s Jump check.
Moderate transmutation; CL 7th; Forge
Ring, creator must have 10 ranks in the Jump skill; Price 10,000 gp.
Mind Shielding: This ring is usually of
fine workmanship and wrought from heavy gold. The wearer is continually immune
to detect thoughts, discern lies, and any attempt to magically discern
her alignment.
Faint aburation; CL 3rd; Forge Ring, nondetection;
Price 8,000 gp.
Protection: This ring offers
continual magical protection in the form of a deflection bonus of +1 to +5 to
AC.
Faint abjuration; CL 5th; Forge Ring,
shield of faith, caster must be of a level at least three times greater
than the bonus of the ring; Price 2,000 gp (ring +1); 8,000 gp (ring
+2); 18,000 gp (ring +3); 32,000 gp (ring +4); 50,000 gp (ring
+5).
Ram: The ring of the ram is an
ornate ring forged of hard metal, usually iron or an iron alloy. It has the
head of a ram as its device.
The wearer can command the ring to
give forth a ramlike force, manifested by a vaguely discernible shape that
resembles the head of a ram or a goat. This force strikes a single target,
dealing 1d6 points of damage if 1 charge is expended, 2d6 points if 2 charges
are used, or 3d6 points if 3 charges (the maximum) are used. Treat this as a
ranged attack with a 50-foot maximum range and no penalties for distance.
The force of the blow is
considerable, and those struck by the ring are subject to a bull rush if within
30 feet of the ring-wearer. (The ram has Strength 25 and is Large.) The ram
gains a +1 bonus on the bull rush attempt if 2 charges are expended, or +2 if 3
charges are expended.
In addition to its attack mode, the ring
of the ram also has the power to open doors as if it were a character with
Strength 25. If 2 charges are expended, the effect is equivalent to a character
with Strength 27. If 3 charges are expended, the effect is that of a character
with Strength 29.
A newly created ring has 50 charges.
When all the charges are expended, the ring becomes a nonmagical item.
Moderate transmutation; CL 9th; Forge
Ring, bull’s strength, telekinesis; Price 8,600 gp.
Regeneration: This white gold ring
continually allows a living wearer to heal 1 point of damage per level every
hour rather than every day. (This ability cannot be aided by the Heal skill.)
Nonlethal damage heals at a rate of 1 point of damage per level every 5
minutes. If the wearer loses a limb, an organ, or any other body part while
wearing this ring, the ring regenerates it as the spell. In either case,
only damage taken while wearing the ring is regenerated.
Strong conjuration; CL 15th; Forge
Ring, regenerate; Price 90,000 gp.
Shooting Stars: This ring has two modes
of operation, one for being in shadowy darkness or outdoors at night and a
second one when the wearer is underground or indoors at night.
During the night under the open sky
or in areas of shadow or darkness, the ring of shooting stars can
perform the following functions on command.
• Dancing lights (once per
hour)
• Light (twice per night)
• Ball lightning (special,
once per night)
• Shooting stars (special,
three per week)
The first special function, ball
lightning, releases one to four balls of lightning (ring wearer’s choice).
These glowing globes resemble dancing lights, and the ring wearer
controls them in the same fashion (see the dancing lights spell
description). The spheres have a 120-foot range and a duration of 4 rounds.
They can be moved at 120 feet per round. Each sphere is about 3 feet in
diameter, and any creature who comes within 5 feet of one causes its charge to
dissipate, taking electricity damage in the process according to the number of
balls created.
Number of Balls |
Damage per Ball |
4 lightning balls |
1d6 points of damage each |
3 lightning balls |
2d6 points of damage each |
2 lightning balls |
3d6 points of damage each |
1 lightning ball |
4d6 points of damage |
Once the ball lightning function
is activated, the balls can be released at any time before the sun rises.
(Multiple balls can be released in the same round.)
The second special function produces
three shooting stars that can be released from the ring each week,
simultaneously or one at a time. They impact for 12 points of damage and spread
(as a fireball) in a 5-foot-radius sphere for 24 points of fire damage.
Any creature struck by a shooting
star takes full damage from impact plus full fire damage from the spread
unless it makes a DC 13 Reflex save. Creatures not struck but within the spread
ignore the impact damage and take only half damage from the fire spread on a
successful DC 13 Reflex save. Range is 70 feet, at the end of which the shooting
star explodes, unless it strikes a creature or object before that. A shooting
star always follows a straight line, and any creature in its path must make
a save or be hit by the projectile.
Indoors at night, or underground, the
ring of shooting stars has the following properties.
• Faerie fire (twice per day)
• Spark shower (special, once
per day)
The spark shower is a flying
cloud of sizzling purple sparks that fan out from the ring for a distance of 20
feet in an arc 10 feet wide. Creatures within this area take 2d8 points of
damage each if not wearing metal armor or carrying a metal weapon. Those
wearing metal armor and/or carrying a metal weapon take 4d8 points of damage.
Strong evocation; CL 12th; Forge
Ring, light, faerie fire, fireball, lightning bolt; Price 50,000 gp.
Spell Storing, Minor: A minor ring of spell
storing contains up to three levels of spells that the wearer can cast.
Each spell has a caster level equal to the minimum level needed to cast that
spell. The user need not provide any material components or focus, or pay an XP
cost to cast the spell, and there is no arcane spell failure chance for wearing
armor (because the ring wearer need not gesture). The activation time for the
ring is same as the casting time for the relevant spell, with a minimum of 1
standard action.
For a randomly generated ring, treat
it as a scroll to determine what spells are stored in it. If you roll a spell
that would put the ring over the three-level limit, ignore that roll; the ring
has no more spells in it. (Not every newly discovered ring need be fully
charged.)
A spellcaster can cast any spells
into the ring, so long as the total spell levels do not add up to more than
three. Metamagic versions of spells take up storage space equal to their spell
level modified by the metamagic feat. A spellcaster can use a scroll to put a
spell into the minor ring of spell storing.
The ring magically imparts to the
wearer the names of all spells currently stored within it.
Faint evocation; CL 5th; Forge Ring, imbue
with spell ability; Price 18,000 gp.
Spell Storing: As the minor ring of
spell storing, except it holds up to five levels of spells.
Moderate evocation; CL 9th; Forge
Ring, imbue with spell ability; Price 50,000 gp.
Spell Storing, Major: As the minor ring of
spell storing, except it holds up to ten levels of spells.
Strong evocation; CL 17th; Forge
Ring, imbue with spell ability; Price 200,000 gp.
Spell Turning: Up to three times per day
on command, this simple platinum band automatically reflects the next nine
levels of spells cast at the wearer, exactly as if spell turning had
been cast upon the wearer.
Strong abjuration; CL 13th; Forge
Ring, spell turning; Price 98,280 gp.
Sustenance: This ring continually
provides its wearer with life-sustaining nourishment. The ring also refreshes
the body and mind, so that its wearer needs only sleep 2 hours per day to gain
the benefit of 8 hours of sleep. The ring must be worn for a full week before
it begins to work. If it is removed, the owner must wear it for another week to
reattune it to himself.
Faint conjuration; CL 5th; Forge
Ring, create food and water; Price 2,500 gp.
Swimming: This silver ring has a wave pattern
etched into the band. It continually grants the wearer a +5 competence bonus on
Swim checks.
Faint transmutation; CL 2nd; Forge
Ring, creator must have 5 ranks in the Swim skill; Price 2,500 gp.
Swimming, Improved: As swimming, except it
grants a +10 competence bonus on its wearer’s Swim checks.
Moderate transmutation; CL 7th; Forge
Ring, creator must have 10 ranks in the Swim skill; Price 10,000 gp.
Telekinesis: This ring allows the
caster to use the spell telekinesis on command.
Moderate transmutation; CL 9th; Forge
Ring, telekinesis; Price 75,000 gp.
Three Wishes: This ring is set with
three rubies. Each ruby stores a wish spell, activated by the ring. When
a wish is used, that ruby disappears. For a randomly generated ring,
roll 1d3 to determine the remaining number of rubies. When all the wishes are
used, the ring becomes a nonmagical item.
Strong evocation (if miracle is
used); CL 20th; Forge Ring, wish or miracle; Price 97,950 gp;
Cost 11,475 gp + 15,918 XP.
Water Walking: This ring, set with an
opal, allows the wearer to continually utilize the effects of the spell water
walk.
Moderate transmutation; CL 9th; Forge
Ring, water walk; Price 15,000 gp.
Wizardry: This special ring comes in four
kinds (ring of wizardry I, ring of wizardry II, ring of wizardry III, and
ring of wizardry IV), all of them useful only to arcane spellcasters.
The wearer’s arcane spells per day are doubled for one specific spell level. A ring
of wizardry I doubles 1st-level spells, a ring of wizardry II doubles
2nd-level spells, a ring of wizardry III doubles 3rd-level spells, and a
ring of wizardry IV doubles 4th-level spells. Bonus spells from high
ability scores or school specialization are not doubled.
Moderate (wizardry I) or
strong (wizardry II–IV) (no school); CL 11th (I), 14th (II),
17th (III), 20th (IV); Forge Ring, limited wish; Price
20,000 gp (I), 40,000 gp (II), 70,000 gp (III), 100,000 gp
(IV).
X-Ray Vision: On command, this ring
gives its possessor the ability to see into and through solid matter. Vision
range is 20 feet, with the viewer seeing as if he were looking at something in
normal light even if there is no illumination. X-ray vision can penetrate 1
foot of stone, 1 inch of common metal, or up to 3 feet of wood or dirt. Thicker
substances or a thin sheet of lead blocks the vision.
Using the ring is physically
exhausting, causing the wearer 1 point of Constitution damage per minute after
the first 10 minutes of use in a single day.
Moderate divination; CL 6th; Forge
Ring, true seeing; Price 25,000 gp.
RODS
Rods are scepterlike devices that
have unique magical powers and do not usually have charges. 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, as noted in their
descriptions, can function as light maces or clubs due to their sturdy
construction.)
These sturdy items have AC 9, 10 hit
points, hardness 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%. A 01 result
indicates the rod is intelligent, 02–31 indicates that something (a design,
inscription, or the like) provides a clue to its function, and 32–100 indicates
no special qualities. Intelligent items have extra abilities and sometimes
extraordinary powers and special purposes.
Rods with
charges can never be intelligent.
Table: Rods |
|||
Medium |
Major |
Rod |
Market Price
|
01–07 |
— |
Metamagic, Enlarge, lesser |
3,000 gp |
08–14 |
— |
Metamagic, Extend, lesser |
3,000 gp |
15–21 |
— |
Metamagic, Silent, lesser |
3,000 gp |
22–28 |
— |
Immovable |
5,000 gp |
29–35 |
— |
Metamagic, Empower, lesser |
9,000 gp |
36–42 |
— |
Metal and mineral detection |
10,500 gp |
43–53 |
01–04 |
Cancellation |
11,000 gp |
54–57 |
05–06 |
Metamagic, Enlarge |
11,000 gp |
58–61 |
07–08 |
Metamagic, Extend |
11,000 gp |
62–65 |
09–10 |
Metamagic, Silent |
11,000 gp |
66–71 |
11–14 |
Wonder |
12,000 gp |
72–79 |
15–18 |
Python |
13,000 gp |
80–83 |
— |
Metamagic, Maximize, lesser |
14,000 gp |
84–89 |
19–21 |
Flame extinguishing |
15,000 gp |
90–97 |
22–25 |
Viper |
19,000 gp |
— |
26–30 |
Enemy detection |
23,500 gp |
— |
31–36 |
Metamagic, Enlarge, greater |
24,500 gp |
— |
37–42 |
Metamagic, Extend, greater |
24,500 gp |
— |
43–48 |
Metamagic, Silent, greater |
24,500 gp |
— |
49–53 |
Splendor |
25,000 gp |
— |
54–58 |
Withering |
25,000 gp |
98–99 |
59–64 |
Metamagic, Empower |
32,500 gp |
— |
65–69 |
Thunder and lightning |
33,000 gp |
100 |
70–73 |
Metamagic, Quicken, lesser |
35,000 gp |
— |
74–77 |
Negation |
37,000 gp |
— |
78–80 |
Absorption |
50,000 gp |
— |
81–84 |
Flailing |
50,000 gp |
— |
85–86 |
Metamagic, Maximize |
54,000 gp |
— |
87–88 |
Rulership |
60,000 gp |
— |
89–90 |
Security |
61,000 gp |
— |
91–92 |
Lordly might |
70,000 gp |
— |
93–94 |
Metamagic, Empower, greater |
73,000 gp |
— |
95–96 |
Metamagic, Quicken |
75,500 gp |
— |
97–98 |
Alertness |
85,000 gp |
— |
99 |
Metamagic, Maximize, greater |
121,500 gp |
— |
100 |
Metamagic, Quicken, greater |
170,000 gp |
Rod Descriptions
Although all rods are generally
scepterlike, their configurations and abilities run the magical gamut. Standard
rods are described below.
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 at either 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 her own. She 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. The wielder of the rod can use captured
spell energy to cast any spell 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. 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.
A 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 71–100, half the levels already absorbed by the rod
are still stored within.
Strong abjuration; CL 15th;Craft Rod,
spell turning; 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 insight bonus on initiative checks. If
grasped firmly, the rod enables the holder to use detect evil, detect good,
detect chaos, detect law, detect magic, discern lies, light, or see
invisibility. Each different use is a 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. 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 eleven (or fewer)
Small 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 11
rounds. The rod can perform this function once per day.
Moderate abjuration, divination,
enchantment, and evocation; CL 11th; Craft Rod, alarm, detect chaos, detect
evil, detect good, detect law, detect magic, discern lies, light, see
invisibility, prayer, animate objects; Price 85,000 gp.
Cancellation: This dreaded rod is a
bane to magic items, for its touch drains an item of all magical properties. The
item touched must make a DC 23 Will save to prevent the rod from draining it.
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.)
Strong abjuration; CL 17th; Craft
Rod, mage’s disjunction; 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. If the bearer of the rod concentrates for a full round, the rod
pinpoints the location of the nearest enemy and indicates how many enemies are
within range. The rod can be used three times each day, each use lasting up to
10 minutes. Activating the rod is a standard action.
Moderate divination; CL 10th; Craft
Rod, true seeing; 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 she
had the Two-Weapon Fighting feat).
Once per day the wielder can use a
free action to cause the rod to grant her a +4 deflection bonus to Armor Class
and a +4 resistance bonus on 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 action.
Moderate enchantment; CL 9th; Craft
Rod, Craft Magic Arms and Armor, bless; Price 50,000 gp.
Flame Extinguishing: This rod can extinguish
Medium or smaller nonmagical fires with simply a touch (a standard action). For
the rod to be effective against other sorts of fires, the wielder must expend 1
or more of the rod’s charges.
Extinguishing a Large or larger
nonmagical fire, or a magic fire of Medium 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 melee touch attack), it deals 6d6 points of damage to the creature.
This use requires 3 charges.
A rod of flame extinguishing has
10 charges when found. Spent charges are renewed every day, so that a wielder
can expend up to 10 charges in any 24-hour period.
Strong transmutation; CL 12th; Craft
Rod, pyrotechnics; 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 action),
the rod does not move from where it is, even if staying in place defies
gravity. Thus, the owner can lift or place the rod wherever he wishes, push the
button, and let go. Several immovable rods can even make a ladder when
used together (although only two are needed). 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 DC 30 Strength check to move
the rod up to 10 feet in a single round.
Moderate transmutation; CL 10th;
Craft Rod, levitate; Price 5,000 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 (Will DC 14 negates). The wielder must choose to use
this power and then succeed on 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, Will DC 16
partial). Invoking this power is a standard action.
• Deal 2d4 hit points of damage to an
opponent on a successful touch attack (Will DC 17 half ) and cure the wielder
of a like amount of damage. The wielder must choose to use this power before
attacking, as with hold person.
The following weapon functions of the
rod have no limit on the number of times they can be employed.
• 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 +3 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 other functions of the
rod also have no limit on the number of times they can be employed.
• 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 Strength modifier of +12.
• When button 6 is pushed, the rod
indicates magnetic north and gives the wielder a knowledge of his approximate
depth beneath the surface or height above it.
Strong enchantment, evocation,
necromancy, and transmutation; CL 19th; Craft Rod, Craft Magic Arms and Armor, inflict
light wounds, bull’s strength, flame blade, hold person, fear; 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.
Moderate divination; CL 9th; Craft
Rod, locate object; Price 10,500 gp.
Metamagic Rods: Metamagic rods hold the
essence of a metamagic feat but do not change the spell slot of the altered
spell. All the rods described here are use-activated (but casting spells in a
threatened area still draws an attack of opportunity). A caster may only use
one metamagic rod on any given spell, but it is permissible to combine a rod
with metamagic feats possessed by the rod’s wielder. In this case, only the
feats possessed by the wielder adjust the spell slot of the spell being cast.
Possession of a metamagic rod does
not confer the associated feat on the owner, only the ability to use the given
feat a specified number of times per day. A sorcerer still must take a
full-round action when using a metamagic rod, just as if using a metamagic feat
he possesses.
Lesser and Greater Metamagic Rods: Normal metamagic rods can
be used with spells of 6th level or lower. Lesser rods can be used with spells
of 3rd level or lower, while greater rods can be used with spells of 9th level
or lower.
Metamagic, Empower: The wielder can cast up to
three spells per day that are empowered as though using the Empower Spell feat.
Strong (no school); CL 17th; Craft
Rod, Empower Spell; Price 9,000 gp (lesser), 32,500 gp (normal), 73,000 gp
(greater).
Metamagic, Enlarge: The wielder can cast up
to three spells per day that are enlarged as though using the Enlarge Spell
feat.
Strong (no school); CL 17th; Craft
Rod, Enlarge Spell; Price 3,000 gp (lesser), 11,000 gp (normal), 24,500 gp
(greater).
Metamagic, Extend: The wielder can cast up to
three spells per day that are extended as though using the Extend Spell feat.
Strong (no school); CL 17th; Craft
Rod, Extend Spell; Price 3,000 gp (lesser), 11,000 gp (normal), 24,500 gp
(greater).
Metamagic, Maximize: The wielder can cast up
to three spells per day that are maximized as though using the Maximize Spell
feat.
Strong (no school); CL 17th; Craft
Rod, Maximize Spell feat; Price 14,000 gp (lesser), 54,000 gp (normal), 121,500
gp (greater).
Metamagic, Quicken: The wielder can cast up
to three spells per day that are quickened as though using the Quicken Spell
feat.
Strong (no school); CL 17th; Craft
Rod, Quicken Spell; Price 35,000 gp (lesser), 75,500 gp (normal), 170,000 gp
(greater).
Metamagic, Silent: The wielder can cast up
to three spells per day without verbal components as though using the Silent
Spell feat.
Strong (no school); CL 17th; Craft
Rod, Silent Spell; Price 3,000 gp (lesser), 11,000 gp (normal), 24,500 gp
(greater).
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 functions as
a greater dispel magic spell, except it only affects magic items. To
negate instantaneous effects from an item, the rod wielder needs to have used a
ready action. The dispel check uses the rod’s caster level (15th). The target
item gets no saving throw, although the rod can’t negate artifacts (even minor
artifacts). The rod can function three times per day.
Strong varied; CL 15th; Craft Rod, dispel
magic, and limited wish or miracle; Price 37,000 gp.
Python: This rod is longer than normal rods.
It is about 4 feet long and weighs 10 pounds. It strikes as a +1/+1
quarterstaff. If the user throws the rod to the ground (a standard action),
it grows to become a giant constrictor snake by the end of the round. The
python obeys all commands of the owner. (In animal form, it retains the +1
enhancement bonus on 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.
Moderate transmutation; CL 10th;
Craft Rod, Craft Magic Arms and Armor, baleful polymorph, creator must
be good; 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
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 DC 16 Will save to negate the effect. Ruled creatures obey the
wielder as if 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.
Strong enchantment; CL 20th; Craft
Rod, mass charm monster; Price 60,000 gp; Cost 27,500 gp + 2,200 XP.
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 DC 17
Will save to negate the effect. If such a creature succeeds on 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 body is displaced a sufficient
distance to provide the space required for reentry. The rod’s possessor can
dismiss the effect whenever he wishes before the maximum time period expires,
but the rod can only be activated once per week.
Strong conjuuration; CL 20th; Craft
Rod, gate; Price 61,000 gp.
Splendor: The possessor of this rod
gains a +4 enhancement bonus to her Charisma score for as long as she holds or
carries the item. Once per day, the rod creates and garbs her 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 possessor 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 her.
The value of noble garb created by
the rod ranges from 7,000 to 10,000 gp (1d4+6 x 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.
Strong conjuration and transmutation;
CL 12th; Craft Rod, eagle’s splendor, fabricate, major creation; Price
25,000 gp.
Thunder and Lightning: Constructed of iron set
with silver rivets, 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 DC 16 negates). Activating this
power counts as a free action, and it works if the wielder strikes an opponent
within 1 round.
• Lightning: Once per day,
when the wielder desires, 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+2)
and an extra 2d6 points of 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 electricity damage
still applies. The wielder activates this power as a free action, and it works
if he strikes an opponent within 1 round.
• Thunderclap: Once per day as
a standard action, the wielder can cause the rod to give out a deafening noise,
just as a shout spell (Fortitude DC 16 partial, 2d6 points of sonic
damage, target deafened for 2d6 rounds).
• Lightning Stroke: Once per
day as a standard action, the wielder can cause the rod to shoot out a
5-foot-wide lightning bolt (9d6 points of electricity damage, Reflex DC 16 half
) to a range of 200 feet.
• Thunder and Lightning: Once
per week as a standard action, the wielder of the rod can combine the thunderclap
described above with a lightning bolt, as in the lightning stroke. The
thunderclap affects all within 10 feet of the bolt. The lightning stroke deals
9d6 points of electricity damage (count rolls of 1 or 2 as rolls of 3, for a
range of 27 to 54 points), and the thunderclap deals 2d6 points of sonic
damage. A single DC 16 Reflex save applies for both effects.
Moderate evocation; CL 9th; Craft
Rod, Craft Magic Arms and Armor, lightning bolt, shout; Price
33,000 gp.
Viper: This rod strikes as a +2 heavy
mace. Once per day, upon command, the head of the rod becomes that of an
actual serpent for 10 minutes. During this period, any successful strike with
the rod deals its usual damage and also poisons the creature hit. The poison
deals 1d10 points of Constitution damage immediately (Fortitude DC 14 negates)
and another 1d10 points of Constitution damage 1 minute later (Fortitude DC 14
negates). The rod only functions if its possessor is evil.
Moderate necromancy; CL 10th; Craft
Rod, Craft Magic Arms and Armor, poison, creator must be evil; Price
19,000 gp.
Withering: A rod of withering acts
as a +1 light mace that deals no hit point damage. Instead, the wielder
deals 1d4 points of Strength damage and 1d4 points of Constitution damage to
any creature she touches with the rod (by making a melee touch attack). If she
scores a critical hit, the damage from that hit is permanent ability drain. In
either case, the defender negates the effect with a DC 17 Fortitude save.
Strong necromancy; CL 13th; Craft
Rod, Craft Magic Arms and Armor, contagion; Price 25,000 gp.
Wonder: A 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.) Typical powers
of the rod include the following.
d% |
Wondrous Effect |
01–05 |
Slow creature pointed at for 10 rounds
(Will DC 15 negates). |
06–10 |
Faerie fire surrounds the target. |
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
(Fortitude DC 14 negates). |
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
(Fortitude DC 15 negates). |
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 on d%),
elephant (26–50), or mouse (51–100). |
37–46 |
Lightning bolt (70 ft. long, 5 ft.
wide), 6d6 damage (Reflex DC 15 half). |
47–49 |
Stream of 600 large butterflies
pours forth and flutters around for 2 rounds, blinding everyone (including
wielder) within 25 ft. (Reflex DC 14 negates). |
50–53 |
Enlarge person if within 60 ft. of rod
(Fortitude DC 13 negates). |
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). |
70–79 |
Fireball at target or 100 ft.
straight ahead, 6d6 damage (Reflex DC 15 half). |
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 deals 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 DC 15 negates). |
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. (Fortitude DC 18
negates). |
Moderate enchantment; CL 10th; Craft
Rod, confusion, creator must be chaotic; Price 12,000 gp.