Magic Rods and Scepters
Rods
Rods are scepter-like devices that have unique magic 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 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.
Random Generation: To generate a rod randomly, see Rods.
Rod Descriptions
Although all rods are generally scepter like, their configurations and abilities run the magical gamut. Standard rods are described below.
General
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 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. 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 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
A more specific example: Jozan the cleric uses a brand-new rod of absorption to nullify the effect of a suggestion spell cast at him by a sorcerer. The rod has now absorbed three spell levels and can absorb forty-seven more. Jozan can cast any 1st-, 2nd-, or 3rd-level spell he has prepared, without loss of that preparation, by using the stored potential of the rod. Let's assume he casts hold person back at the sorcerer who just attacked him. This spell is 2nd level for him, so the rod still holds one spell level of potential, can absorb forty-seven more, and has disposed of two spell levels permanently.
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. For example, if the first roll determines that the rod has thirty-four levels of absorption potential remaining, that means the rod has absorbed sixteen levels worth of spells. Half of sixteen is eight, so there's a 30% chance that it still holds eight absorbed spell levels ready for use.
CL 15th; Craft Rod, spell turning; Market Price: 50,000 gp.
Source: Dungeon Master's Guide v.3.5
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.
CL 14th; 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.
Source: Dungeon Master's Guide v.3.5
Arming
This adamantine rod allows the wielder to store a complete set of battle regalia and recall it with a moment's notice. When fully armed and armored, the bearer of this rod can instantly remove her armor and weapons, storing them magically within the rod. Anytime thereafter, the bearer can use the power of the rod to put on her armor and wield her weapons instantaneously. If the bearer is wearing armor or weapons when she calls armor back from the rod, then that armor or weapons are swapped with those within the rod. Using the rod to store or retrieve armor and weapons is a standard action.
Moderate transmutation; CL 10th; Craft Rod, shrink item; Price 15,000 gp.
Source: Heroes of Battle
Cancellation
This dreaded rod is a bane to magic items, for its touch 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.)
CL 15th; Craft Rod, dispel magic; Market Price: 11,000 gp.
Source: Dungeon Master's Guide v.3.5
Cats
This 7-foot rod is made of black wood and topped with a carved knob that resembles a cat's head. It functions as a +1 quarterstaff. When it is held, the bearer gains low-light vision and gets a +10 competence bonus on Climb, Hide, and Move Silently checks. Once per day the wielder can make the rod of cats the target of a darkness spell, although the wielder and anyone else touching the rod can see through this darkness as if it didn't exist. The rod has a secret compartment (Search DC 25 to find) large enough to hold a set of thieves' tools or a scroll.
CL 5th; Craft Rod, Craft Magic Arms and Armor, cat's grace, darkness, darkvision, spider climb; Market Price. 25,000 gp.
Source: Magic of Faerûn
Construct Control
This rod is in the shape of a muscular humanoid carved from a single piece of marble. If the wielder is within 60 feet of a construct with no Intelligence score, the rod of construct control allows the bearer to override any commands that the construct might have and replace them with new commands as if the wielder were the creator of that construct (see the Golem entry in the Monster Manual). Against constructs with Intelligence scores, the construct must succeed on a Will save (DC 23) or the wielder takes control.
If its creator is within 60 feet, an intelligent construct gains a +4 bonus on the Will save.
CL 17th; Craft Wondrous Item, dominate monster; Market Price: 68,850 gp.
Source: Arms and Equipment Guide
Displacement
This rod was invented during the glory of Myth Drannor. When held, it acts as a minor cloak of displacement. Twice per day the wielder can use jump and knock, and once per day she can create a 5-foot-radius spherical ward that repels open water or other nonmagical water-based liquids (but not creatures), allowing her to cross shallow rivers or fully enter deep bodies of water and remain dry. The rod generates fresh air within this space, so no chance of suffocation exists, and the power lasts 10 minutes.
CL 5th; Craft Rod, control water, blur, jump, knock; Market Price. 48,600 gp.
Source: Magic of Faerûn
Divergence
Each of these rods is engraved with various protective runes and capped with a gem. The type of gem depends upon the form of energy the rod of divergence is designed to protect against (an emerald for acid, a sapphire for cold, a topaz for electricity, a ruby for fire, or a diamond for sonic). When any effect of the appropriate energy type is targeted at the wielder or at any point within 10 feet of him, he may expend 3 charges from the rod as a free action to redirect the attack to any point of his choosing within 60 feet. An area spell must be centered on a point within 10 feet of the wielder to be subject to redirection. (In other words, a fireball cast at a point 13 feet away could not be redirected, even though parts of the effect would come within 10 feet of the wielder.) Additionally, a rod of divergence can duplicate the effects of a faerie fire spell. Use of this ability costs no charges. A rod of divergence has 50 charges when first created.
Strong abjuration; CL 13th; Craft Rod, faerie fire, spell turning; Price 117,000 gp.
Source: Magic of Faerûn
Dragonbane Scepter
Crafted from adamantine and studded with precious and semi-precious stones, this scepter grants the ability to penetrate the arcane defenses of the most powerful dragons. The wielder receives a +4 bonus on caster level checks to overcome the spell resistance of dragons.
Moderate (no school); CL 10th; Craft Rod, Greater Spell Penetration; Price 5,500 gp.
Source: Dragon #342
Dragon Dowsing Rod
This kind of rod was created to help its wielder sense the directions of dragons. It pulls its wielder toward the nearest individual dragon or the nearest dragon of a particular kind.
When the command word is spoken, the rod unfolds to become a device similar to a weather vane, but about half the size.
In order to use the rod, the wielder must concentrate on an individual dragon or a kind of dragon (such as silver, brown, green, half-deep, or smoke drake) for 10 minutes. After this period, the vane will spin for 1 round, then point in the direction of the nearest dragon of that kind. If the wielder of the rod continues go hold the rod and travels in the direction indicated, he feels the rod pulling him toward the target. The closer the wielder gets to the target, the stronger the rod pulls. Only a mind blank spell or the intervention of a deity can hide the location of a dragon from this rod. The rod can be used no more than three times per day and no more than once on a single dragon (or kind of dragon) per day.
Strong divination; CL 11th; Craft Rod, discern location; Price 10,000 gp. Cost 21,000 gp + 2,000 XP.
Source: Dragons of Faerûn
Dragon Mastery
This scepter functions much like a rod of rulership, though it affects only dragons. The wielder can command the obedience and fealty of dragons within 500 feet when she activates the device (a standard action). Dragons totaling 300 Hit Dice can be ruled, but those with Intelligence scores of 16 or higher are entitled to a DC 22 Will save to negate the effect. Ruled dragons 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 dragons commanded, the magic is broken. A rod of dragon mastery can be used for 500 minutes before it crumbles to dust. This duration need not be continuous.
There are two versions of this powerful magic item. The crimson rod of dragon mastery affects only evil and neutral dragons, while the golden rod of dragon mastery affects only good and neutral dragons.
Strong enchantment; CL 20th; Craft Rod, mass charm monster; Price 120,000 gp.
Source: Draconomicon
Embassy
There are actually many varieties of this item, and they vary so widely in appearance that it is practically impossible to characterize them at all. Each kind of rod of embassy is keyed to a different plane of existence, most to a specific Outer Plane. In general, the design and decoration of a given rod is strongly reminiscent of the plane it is keyed to. Thus, a rod of embassy keyed to the Seven Mounting Heavens of Celestia is made of precious metals and includes images of archons, while one keyed to the Ever-Changing Chaos of Limbo is almost amorphous, resembling an elongated ooze, though careful examination reveals the likenesses of slaadi lightly etched into its surface.
When a creature carries a rod of embassy keyed to its home plane, it is considered to be on that plane for as long as it holds the rod. The creature's type does not change, but it is no longer considered an extraplanar creature. Thus, it cannot be sent away by banishment or dismissal, or even the powerful blasphemy, dictum, holy word, and word of chaos spells. In addition, it can use similar spells to banish other extraplanar creatures as if it were on its home plane. If a creature holds a rod of embassy keyed to plane that is not that creature's home plane, the rod has no effect.
CL 9th; Craft Rod, plane shift; Market Price: 20,000 gp.
Source: Arms and Equipment Guide
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.
CL 10th; Craft Rod, discern lies; Market Price: 23,500 gp.
Source: Dungeon Master's Guide v.3.5
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 (see Dire Flail). 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 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.
CL 9th; Craft Rod, Craft Magic Arms and Armor, bless; Market Price: 40,000 gp.
Source: Dungeon Master's Guide v.3.5
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.
CL 12th; Craft Rod, pyrotechnics; Market Price: 15,000 gp.
Source: Dungeon Master's Guide v.3.5
Force
This rod is made of black iron, 18 inches long and a half-inch wide. The rod has three functions, any of which can be used, in any combination, five times per day.
- Blast of Force: A blast of force projects from the rod with a range of 100 feet. This is a ranged touch attack and deals 10d6 points of damage.
- Wall of Force: As the spell.
- Blade of Force: A 3-foot-long glowing blade of force springs forth from the rod that lasts for 10 rounds. This can be used as a +1 brilliant energy longsword.
CL 13th; Craft Rod, magic missile, Mordenkainen's sword, wall of force; Market Price: 125,000 gp.
Source: Arms and Equipment Guide
Fury
These rods, first created by the wizards of Mulhorand, typically have the top end carved to resemble the head of one of the Mulhorandi deities. In addition to giving the bearer a deflection bonus to AC (+1 to +5, varying depending upon the type of rod), the rod allows a spellcaster to increase the effectiveness of one spell per day. The spell must be of 6th level or lower and is altered as if it were under the effects of the Empower Spell feat. Activating this ability is a free action and does not affect the spell level or casting time of the altered spell.
CL 17th;. Craft Rod, Empower Spell, Spell Pocus, protection from chaos, protection from evil, protection from good, protection from law; Market Price: 26,800 gp (+1), 38,800 gp (+2), 58,800 gp (+3), 77,600 gp (+4), 95,600 gp (+5).
Source: Magic of Faerûn
Ghost Rod
This ornate scepter is made of bluish glass. Though not suitable for use as a normal melee weapon, it can be used to make a special touch attack against incorporeal creatures. If this touch attack succeeds, the creature takes 2d4 points of damage.
Once per day, the wielder of a ghost rod can become incorporeal. This allows the character to harm other incorporeal creatures normally, as well as passing through walls and all the other benefits (and drawbacks) of an incorporeal state, as described in the DMG. The character is not ethereal and has no connection to the Ethereal Plane, unlike a true ghost. He can remain incorporeal for a maximum of 15 rounds, after which he becomes fully material again.
CL 15th; Craft Rod, plane shift; Market Price: 50,000 gp.
Source: Arms and Equipment Guide
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. Thus, the owner can lift or place the rod wherever he wishes, push the button, and let go. Adventurers have found the immovable rod useful for holding ropes, barring doors, and all sorts of other utilitarian tasks. Many adventurers have found it useful to have more than one. 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 Strength check (DC 30) to move it up to 10 feet in a single round.
CL 10th; Craft Rod, levitate; Market Price: 7,500 gp.
Source: Dungeon Master's Guide v.3.5
Interference
This potent device prevents the operation of other magic items. On command up to three times per day, a rod of interference shoots forth a brilliant sapphire beam that unerringly strikes a single target creature within 60 feet. The targeted creature must succeed on a DC 19 Will save, or the functions of all magic items currently in its possession are suppressed for 1 minute, as if they were under the effect of a targeted dispel magic.
Moderate abjuration; CL 11th; Craft Rod, greater dispel magic; Price 72,000 gp.
Source: Complete Arcane
Leadership
This mithral truncheon is banded in gold. The possessor gains a +2 enhancement bonus to his leadership score for as long as he holds or carries the item. Once per day he can gain a +5 bonus on an attempt to rally troops.
Once per week the rod can be used to create a command tent. The tent is 30 feet across, and the inside is protected from harsh weather conditions such as extreme heat, cold, wind, or rain. The tent is furnished suitably for a military command post and contains a map table upon which is a detailed map showing the terrain within a ten-mile radius of the tent. The tent lasts for up to 24 hours, at the end of which time it disappears along with anything (but not anyone) that was inside it.
Strong conjuration, transmutation, and divination; CL 12th; Craft Rod, eagle's splendor, major creation, scrying; Price 25,000 gp.
Source: Heroes of Battle
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 104,000 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 approximate depth beneath the surface or height above it.
CL 19th; Craft Rod, Craft Magic Arms and Armor, inflict light wounds, bull's strength, flame blade, hold person, fear; Market Price: 70,000 gp.
Source: Dungeon Master's Guide v.3.5
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 (gold, platinum, quartz, beryl, diamond, corundum, and so on). 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.
CL 9th; Craft Rod, locate object; Market Price: 10,500 gp.
Source: Dungeon Master's Guide v.3.5
Mimicry
This strange, short rod is crowned with an image of a mynah. When held, its wielder can mimic any voice or sound she has heard. Listeners must succeed on a Will save (DC 17) to detect the ruse. The wielder also receives a +10 competence bonus on Disguise, Forgery, and Use Magical Device checks, and can use the ventriloquism spell at will.
CL 6th; Craft Rod, disguise self, ventriloquism; Market Price: 30,000 gp.
Source: Arms and Equipment Guide
Mirrors
Once per day the rod can form a 2-foot-diameter mirrorlike area at its top end. The wielder can look through the back side of the mirror and view the scene as with true seeing. The mirror also protects the wearer from all gaze attacks and illusion (pattern) effects coming from one half of the battlefield (see the shield spell for information on orienting such an effect). The mirror is completely insubstantial and remains for 11 minutes. The wizard Glendar, a patron of adventurers with a hatred for medusas and basilisks, created the first rod of mirrors. He eventually became evil and transformed himself into a lich, only to be destroyed by some of the adventurers he had once sponsored.
CL 11th; Craft Rod, obscuring mist, true seeing, Market Price: 40,200 gp; Cost to Create: 13,850 gp +1,108 XP.
Source: Magic of Faerûn
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 cannot negate artifacts (even minor artifacts). The rod can function three times per day.
CL 16th; Craft Rod, dispel magic, and limited wish or miracle; Market Price: 44,600 gp.
Source: Dungeon Master's Guide v.3.5
Paralysis
This rod is created out of sickly pink coral and topped with spikes like those on a puffer fish. The spikes constantly produce an exotic venom that has paralytic qualities. These rods are commonly created by kuo-toas, who are immune to the effects they produce.
Anyone struck by the rod must succeed on a Fortitude save (DC 25) or be paralyzed for 1d4 rounds. The wielder can also expend a charge to cast hold person and hold animal twice per day and hold monster once per day (as the spells from a 9th-level caster). The rod holds 50 charges for the spells, but the poison lasts indefinitely.
CL 9th; Craft Wondrous Item, hold monster, hold person; Market Price: 22,000 gp.
Source: Arms and Equipment Guide
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 (see the Monster Manual for complete statistics) 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.
CL 10th; Craft Rod, Craft Magic Arms and Armor, baleful polymorph, creator must be good; Market Price: 13,000 gp.
Source: Dungeon Master's Guide v.3.5
Rods of the Dark Lady
Priests of Tiamat created these rods to help them combat the minions of Xymor. The rods grant their wielder abilities that offset the powers and advantages of good dragons.
This rod is a thick baton of solid obsidian. It seems to absorb light around it, tracing lines of darkness in the air. Twice per day, on command, the wielder of a rod of the Dark Lady can fire a chromatic ray at a good dragon. Once per day, the wielder can use a shadow of the Dark Queen effect, to block and harm good dragons. In addition, the rod can be used as a divine focus, granting a +2 bonus to caster level when a wielder casts a spell that uses it as a component.
Moderate Divination; CL 9th; Craft Rod, chromatic ray, shadow of the Dark Queen; Price 55,000 gp; Cost 27,500 gp + 2,200 XP.
Source: Dragons of Faerûn
Rod of Dragon's Blood
This potent rod feeds off the wielder's draconic bloodline to enhance his magical abilities. While a sorcerer can access the rod's power, true dragons gain even greater benefit.
This 5-foot-long, russet-stained rod is carved from the bone of a dragon and covered in draconic runes. When the rod is activated, dark red blood runs down the rod, soaking the hand of the wielder. A lesser rod of dragon's blood functions only for characters of the dragon type or the dragonblood subtype, as well as for any character with at least 1 level of sorcerer. Activating a lesser rod of dragon's blood requires the same action normally required to cast the chosen spell. The rod can be activated three times per day. When activated, a lesser rod of dragon's blood allows the wielder to recast any spell of up to 2nd level that he cast in the previous round. Doing this doesn't use another spell slot. Only spells with a casting time of 1 standard action or less can be recast using the lesser rod of dragon's blood.
Wielders of the dragon type instead can reuse any spell-like ability of up to 2nd level that they used in the previous round. This doesn't count against their normal daily limit for that spell-like ability.
The rod also functions as a quarterstaff.
Variant: A greater rod of dragon's blood allows the wielder to recast any spell of up to 4th level he cast in the previous round, or to reuse any spell-like ability of up to 4th level it used in the previous round. It otherwise functions as a lesser rod of dragon's blood.
Strong transmutation; CL 17th; Craft Rod, creator must be able to cast spells without preparation, 5,000 gp (or 20,000 gp for greater rod), 400 XP (or 1,600 XP for greater rod), 10 days (or 40 days for greater rod); Weight: 4 lb. Price: 10,000 gp (lesser) or 40,000 gp (greater).
Source: Dragon Magic
Rod of Fury
A rod of this sort typically has its top carved to resemble the head of an angry deity. In addition to giving the bearer a deflection bonus to Armor Class (+1 to +5, depending on the type of rod), a rod of fury allows a spellcaster to increase the effectiveness of one spell of 6th level or lower per day, altering it as if it were under the effect of the Empower Spell feat. Activating this ability is a free action and does not affect the spell level or casting time of the altered spell (even for sorcerers and other spontaneous casters).
Strong abjuration; CL 17th; Craft Rod, Empower Spell, Spell Focus, protection from chaos, protection from evil, protection from good, protection from law, creator's caster level must be at least three times that of the bonus placed in the rod; Price 26,800 gp (+1), 38,800 gp (+2), 58,800 gp (+3), 77,600 gp (+4), 95,600 gp (+5).
Source: Complete Arcane
Rod of Spheres
Elminster reportedly designed the first of these rare and strange rods, but wizards all over Toril have since made many copies. The sole function of a rod of spheres is to create large, transparent bubbles, each with a radius of 3 feet. These bubbles glow softly, giving off light equivalent to that of a candle. The bubbles float along gently at a speed of 20 feet per round as directed by the wielder of the rod, and each can hold up to 140 pounds of creatures or items. Any object within a bubble is protected from exposure to the elements (rain, wind, snow, or the like, though the bubbles provide no special bonuses or resistances against energy attacks) and is affected as if by a feather fall spell should it fall more than 10 feet. The bubbles last up to 8 hours or until ruptured.
A bubble is not a prison; any intelligent being that is not securely bound can break a bubble with ease. The rod of spheres has 50 charges when it is created, and the formation of each bubble costs 1 charge.
Moderate evocation (force); CL 9th; Craft Rod, feather fall, Tenser's floating disk; Price 23,000 gp.
Source: Player's Guide to Faerûn
Rod of the Dragon Heart
Dragon lords (see page 38 Dragon Magic) and other war leaders hold these rods aloft in battle, letting a wave of fear wash over their foes, much as if a dragon were present.
A rod of the dragon heart is an iron shaft about 1 foot long with a small cage at the top. Within the cage is a purple crystal shaped like a dragon's heart. When its bearer is engaged in battle, fleeting apparitions of tiny dragons appear in the air above the rod of the dragon heart. The apparitions are clearly not real, and each remains for just a second or two before vanishing. But for opponents of the rod's bearer, the brief images have an unsettling, sinister quality. To activate a rod of the dragon heart, the wielder's current hit points must equal or exceed half his full normal hit points. He must hold the rod in one hand and utter the command word (a standard action), which is often an ancient dragon's name, such as "Paelchronithrax" or "Tueranachtrus." The rod is active for a maximum of 10 rounds per day, split up however the wielder likes. He can turn off the rod with a mental command (a free action).
While the rod is active, if the wielder's current hit points fall below half is full normal hit points, the rod immediately turns off. Enemies within 30 feet of the wielder when he activates the rod (or who come within 30 feet of an already active rod) must attempt DC 16 Will saves. Foes who fail their saves are shaken as long as they remain within 120 feet of the rod. Foes who make their saves are immune to the effects of the rod of the dragon heart for 24 hours. Creatures immune to a dragon's frightful presence are immune to the rod's effect.
Moderate necromancy; CL 7th; Craft Rod, fear, 4,000 gp, 160 XP, 8 days; Weight: 5 lb.; Price: 8,000 gp.
Source: Dragon Magic
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 Will saving throw (DC 16) 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.
CL 20th; Craft Rod, mass charm person; Market Price: 60,000 gp.
Source: Dungeon Master's Guide v.3.5
Sanctity
This rod, constructed of black iron inlaid with lapis lazuli, is a powerful tool against taint. It functions as a +2 bane light mace against any creature with a taint score; against all other creatures it functions as a masterwork light mace. It grants a +2 resistance bonus to any saves made to resist gaining taint. If wielded by a purifier of the Hallowed Doctrine, it adds +4 to his effective purifier level and +2 to his effective Charisma modifier for purposes of smiting tainted creatures or turning tainted creatures.
Strong abjuration; CL 11; Craft Wondrous Item, must be capable of channeling positive energy specifically against taint; Price 36,805 gp; Cost 18,250 + 1,460; Weight 8 lb.
Source: Heroes of Horror
Sand Repelling
This clear glass rod forces sand, dust, ash, grit, and similar loose soils away in a 10-foot-radius sphere. This ability functions on command. The user can travel through sand and loose soil as the rod pushes the material away. Breathing is not a problem as long as the surrounding area is not poisonous or a vacuum. It cannot keep duststorms at bay, but it does protect against any of the effects of the suspended grit in the storm (such as nonlethal damage and potential suffocation).
Strong abjuration; CL 15th; Craft Rod, wind wall; Price 60,000 gp.
Source: Sandstorm
Scepter of Obedience
This scepter grants a +5 competence bonus on the bearer's Charisma checks and Charisma-based skill checks.
When using the skirmish or mass battle rules, this benefit increases the Commander rating of the bearer by 1.
Faint enchantment; CL 5th; Craft Rod, charm person; Price 12,500 gp.
Source: Miniatures Handbook
Security
This item creates a non-dimensional 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. Thus, one creature (the rod's possessor) can stay for 200 days, four creatures can stay for 50 days, or a group of 60 creatures can stay for three days. All fractions are rounded down, so that a group numbering between 101 and 200 inclusive can stay for one day only.
In this pocket paradise, creatures don't age, and natural healing takes 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 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.
CL 20th; Craft Rod, gate; Market Price: 61,000 gp.
Source: Dungeon Master's Guide v.3.5
Silence
This rod is carved with symbols of cat's paws and owls. When held, the bearer gets a +4 resistance bonus on all saving throws against sonic effects. Once per day the bearer can surround herself with a field of silence, functioning as the silence spell except it only affects the character and can be dismissed as a free action on the bearer's turn. The rod can also create a shout effect once per day, although this ability does not function when the silence effect is in operation.
CL 9th; Craft Rod, shout, silence, resistance; Market Price. 24,200 gp.
Source: Magic of Faerûn
Sliding
Small magnets are set into each end of this iron rod. Once per day, the wielder may target a creature up to 30 feet away. Upon command, the wielder can push the targeted creature 5 feet farther away into an unoccupied square, or she can pull the targeted creature 5 feet closer into an unoccupied square. This movement does not provoke attacks of opportunity. An unwilling creature gets a DC 11 Will saving throw to negate the effect.
Moderate transmutation; CL 9th; Craft Rod, slide; Price: 7,200
Source: Miniatures Handbook
Spheres
The rod of spheres can, three times per day, create a 4-foot-diameter spherical bubble that lasts for 2 hours. This transparent, faintly shimmering sphere appears up to 30 feet from the wielder and levitates in place 3 feet from the ground. The faint blue glow emanating from the sphere is the equivalent of candlelight.
The skin of the bubble is not solid, though anything placed within it remains within the sphere, which can hold up to 33 cubic feet of material, to a maximum weight of 200 pounds. The bubble maintains its distance and position relative to the wielder, though its top speed is 30 feet. (If the wielder moves too fast, the bubble lags behind until the wielder slows or stops to allow it to catch up). The wielder can also move the bubble up to 60 feet as a move-equivalent action.
A single point of damage from any source destroys a bubble from a rod of spheres. A bubble cannot impact an object or creature hard enough to cause itself or the target any damage. At the end of the duration, or if the bubble is destroyed, whatever was within the bubble drops slowly to the ground as if under the effect of a feather fall spell.
CL 3rd; Craft Rod, dancing lights, Tenser's floating disk, feather fall; Market Price: 3,240 gp.
Source: Magic of Faerûn
Spider Rod
Three times a day, the wielder can command this rod to produce a strand of silk that shoots out up to 100 feet. Treat this as a ranged touch attack with no range increment. A creature struck by this strand of silk must make a Reflex save (DC 20) or be entangled for 1 minute. With a successful save, the creature is not entangled, though it can move at only half speed for 1 minute.
Breaking free of the entanglement effect requires a Strength check (DC 25) or an Escape Artist check (DC 20). The strand has 15 hit points (no hardness) and takes double damage from fire, though any fire applied to the strand also deals 2d4 points of damage to the entangled character. Casting a spell while entangled requires a Concentration check (DC 15) to avoid losing the spell.
The rod may also be used to deliver a poison melee touch attack (Fort DC 16, 1d10 Con/1d10 Con). This power functions an unlimited number of times.
CL 9th; Craft Rod, web, poison; Market Price: 40,000 gp.
Source: Magic of Faerûn
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 she 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 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.
CL 12th; Craft Rod, fabricate, major creation; Market Price: 25,000 gp.
Source: Dungeon Master's Guide v.3.5
Surprises
Similar to a rod of lordly might, this rod has combat and utilitarian features. It can be commanded to lengthen and even sprout a blade, allowing it to be used as a halfspear, javelin, kama, longspear, quarterstaff, scythe, shortspear, or a long-handled short sword, acting as a +1 weapon of the appropriate type. It can also lengthen up to 60 feet and can support up to 800 pounds without bending. The rod can store a message of up to twenty-five words as the magic mouth spell, replaying the message when the wielder's triggering conditions have been met (such as when a particular word is spoken). The wielder may reset the message as a standard action.
CL 8th; Craft Rod, Craft Magic Arms and Armor, levitate, magic mouth, wood shape; Market Price: 21,600 gp.
Source: Magic of Faerûn
Tentacle Rod
This rod comes in two varieties, greater and lesser. Each appears to be a long, sinuous rod of unknown (but presumably organic) composition. The lesser rod ends in three "branches," while the greater has six.
Upon command, these branches animate and grapple like tentacles, using their own attack bonus. (including the rod's +3 enhancement bonus) rather than the wielder's bonus. The rod's attacks count as a standard action for the wielder.
The tentacle attacks follow all the normal rules for grapple attacks, with two exceptions: These attacks do not incur attacks of opportunity, and the wielder need not move into the target's space to maintain the grapple. The tentacle, not the wielder, is considered to be the grappler (and the wielder doesn't suffer any of the drawbacks of grappling). Treat the rod as a Medium-size creature for purposes of the special size modifier to the grapple check.
Each rod also has one or more special powers that affect any target touched by three (or six) of its tentacles in the same round (regardless of whether the tentacles actually grapple the target).
If all three of the lesser rod's tentacles touch a target, it must succeed on a Fortitude save (DC 14) or be affected by a slow spell for 12 rounds. If any three of the greater rod's tentacles touch a single target, it must succeed on a Will save (DC 14) or be affected by a bestow curse spell (a permanent -4 enhancement penalty on attacks, saves, and checks). If all six of the greater rod's tentacles touch a single target in the same round, the victim must succeed on a Fortitude save (DC 17) or take 1 point of permanent Dexterity drain.
Each tentacle has hardness 10, 20 hp, and a break DC of 30.
Rod | Number of Attacks | Attack Bonus/ Grapple Check* | Damage | Str |
Lesser | 3 | +9 | 6 points | 16 |
Greater | 6 | +15 | 9 points | 22 |
*These numbers include the rod's Strength bonus. |
CL 12th; Craft Rod, animate objects, bestow curse (greater rod only), Evard's black tentacles, slow (lesser rod only); Market Price: 21,000 gp (lesser rod) or 57,000 gp (greater rod).
Source: Arms and Equipment Guide
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 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 he 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.
CL 9th; Craft Rod, Craft Magic Arms and Armor, lightning bolt, shout; Market Price: 23,000 gp.
Source: Dungeon Master's Guide v.3.5
Tracking
These two identical copper rods are a foot long and topped with a smooth clear crystal. Taking a full action and doing nothing else, the wielder can determine the exact distance and direction of the other rod. By spending another full action, the wielder can determine if the rod is being held by a creature and what that creature's current physical status is (alive and healthy, injured, dying, or unconscious). It does not determine the mental status (dazed, stunned, and the like) or any magical effects (such as charmed or dominated).
CL 9th; Craft Wondrous Item, locate creature, status; Market Price: 37,800 gp.
Source: Arms and Equipment Guide
Transposition
Small bolts of light arc from one end to the other end of this rod. Once per day, the rod allows it wielder to exchange positions with another creature within 3 feet. An unwilling creature gets a DC 13 Will saving throw negate the effect.
Moderate conjuration; CL 7th; Craft Rod, baleful transposition; Price 11,200 gp
Source: Miniatures Handbook
Trees
This wooden rod resembles a small staff of the woodlands, having a shape that suggests natural growth. It can be used as a melee weapon as if it were a cudgel with shillelagh cast upon it: It strikes with a +1 enhancement bonus on attack and damage rolls and deals 1d10 points of damage (+1 for its enhancement bonus). It also grants its wielder a +5 natural armor bonus.
The wielder of a rod of trees can animate trees as a treant. She can animate trees within 180 feet, controlling up to two trees at a time and no more than two trees per day. It takes a full round for a normal tree to uproot itself. Thereafter it moves at a speed of 10 feet and otherwise fights as a treant in all respects. The ability is otherwise similar to liveoak from a 12th-level caster.
CL 12th; Craft Rod, barkskin, liveoak, shillelagh; Market Price: 120,000 gp.
Source: Arms and Equipment Guide
Tuning
The rod of tuning is a powerful magic device that serves to ward against outsiders in addition to its mundane function. Bards, clerics of Milil, and others who rely on song value these items for their ability to sound any note desired by the wielder. To do so, the wielder need only strike the rod lightly against any hard surface (or with a hard object) to cause a pure, clear note to sound forth from the rod. This note is audible to anyone within 120 feet (subject to intervening barriers).
In addition, the rod functions as a focus for any song-based or sonic spell. No other focus is necessary to cast such spells.
The rod's wielder also has access to more powerful magic as well. Once per day, the rod of tuning can sound forth a single note that is anathema to outsiders. This note acts as a banishment spell against up to 28 HD of creatures. This note affects any outsiders within 30 feet of the wielder. Treat the note as having three aspects the creature hates, fears, or otherwise opposes, granting the wielder a +3 on his level check to overcome the creatures' spell resistance, if any, and requiring each of the creatures to make a Will save (DC 26).
In addition, once per day the rod can sound forth a note that acts as a holy word spell (DC 20). This function affects any creatures of evil alignment within 30 feet of the wielder.
These powers are song-based magical effects and may be countered by a bard's countersong ability or any magic that prevents such effects (silence, for example).
CL 14th; Craft Rod, banishment, holy word; Market Price: 84,400 gp.
Source: Magic of Faerûn
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.
CL 10th; Craft Rod, Craft Magic Arms and Armor, poison, creator must be evil; Market Price: 19,000 gp.
Source: Dungeon Master's Guide v.3.5
Viscid Globs
This silver metal rod fires a sphere of sticky material that acts as a tanglefoot bag. The material created by the rod dissolves in alcohol, a flask of wine being sufficient to remove it after 1 full round. The rod can fire the globs up to 100 feet as a grenadelike weapon. It can be used up to five times per day.
CL 3rd; Craft Rod, entangle, grease; Market Price. 6,000 gp.
Source: Magic of Faerûn
Warlock's Scepter
This fearsome device is a +2 light mace with a head in the shape of a demonic horned skull. When held, it confers a +2 profane bonus on ranged touch attack rolls made with it. In addition, a warlock (or any other character capable of invoking an eldritch blast) can choose to spend charges from the scepter to increase the amount of damage his eldritch blast deals.
Extra Damage | Charges |
+1d6 | 1 charge |
+2d6 | 2 charges |
+3d6 | 3 charges |
+4d6 | 5 charges |
The rod's wielder can expend up to 5 charges in any 24-hour period. A rod is created with 50 charges. After all charges are used, the rod remains a +2 light mace, but no longer provides a bonus on ranged touch attack rolls.
Moderate necromancy; CL 10th; Craft Rod, bestow curse; Price 28,000 gp; Weight 3 lb.
Source: Complete Arcane
Warning
This slender, 4-foot-long rod breaks down into four separate sections. When all four of these sections are planted at least halfway into the ground, they cast alarm and detect scrying as from a 9th-level caster. The area is defined by the location of the rods and is, in theory, unlimited. In practice, however, most users find a 300-foot diameter to be the largest useful area. The alarm lasts until the person who placed a section removes it. If anyone other than that person removes a section, then the alarm automatically triggers. The user can also choose what does not trigger the alarm, such as creature type, specifying size from Fine to Gargantuan.
CL 9th; Craft Rod, alarm, detect scrying, Market Price: 58,000 gp.
Source: Arms and Equipment Guide
Whips
On command, the rod of whips grows a magic tendril of force from one end that functions as a whip. Once activated, the rod of whips acts as a +1 dancing whip that can strike incorporeal creatures as a spiritual weapon. The rod of whips can be activated three times per day, and each activation lasts for 1 hour.
CL 12th; Craft Rod, Craft Magic Arms and Armor, animate objects, spiritual weapon; Market Price: 21,600 gp.
Source: Magic of Faerûn
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 she touches with the rod (by making a melee touch attack). If she 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).
CL 13th; Craft Rod, Craft Magic Arms and Armor, contagion; Market Price: 17,000 gp.
Source: Dungeon Master's Guide v.3.5
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:
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). |
70-79 | 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. |
CL 10th; Craft Rod, confusion, creator must be chaotic; Market Price: 12,000 gp.
Source: Dungeon Master's Guide v.3.5
Underdark
Many travelers find devices such as rods of alertness or rods of security to be essential tools for exploring the Underdark. Other rods are made especially for Underdark use. The drow have their own rods of vile purpose.
Arachnid Rod
This 3-foot-long rod is made of pale wood bound with bone bands. Images of black dancing spiders cover each band.
Three times per day, you can shoot forth sticky webbing as a ranged touch attack out to a range of 60 feet. Targets struck are entangled and must succeed on a DC 20 Escape Artist check to wriggle free or a DC 24 Strength check to break through the sticky bindings. As with webs created by the web spell, this webbing is extremely flammable: It is burned away after taking 10 points of fire damage.
As one or more of your uses per day you can shoot a sticky strand of webbing out to a range of 120 feet. The strand remains attached to the end of the rod until you the release it (a move action). You can cause the rod to reel in the strand (a standard action) at a rate of 10 feet per round. The strand is strong enough to bear up to 500 pounds of weight, so if you fire the strand at a ledge overhead, you can reel in the strand, lifting you toward the ledge at a rate of 10 feet per round.
If this function is used against a creature, you must succeed on a ranged touch attack. The creature can break free of the strand by attacking it (hardness 5, hp 10), burning it (as above), or succeeding on a DC 24 Strength check to break free. If you reel in the creature, it must succeed on a DC 24 Strength check or be pulled forward. If the Strength check fails by 5 or more, the target falls prone.
CL 8th; Craft Rod, web, creator must be a drow. Market Price: 12,000 gp; Aura: Moderate; (DC 19) conjuration; Weight: 5 lb.; Cost to Create: 6,000 gp, 480 XP, 12 days.
Source: Drow of the Underdark
Dead
Touching the rod of the dead to a corpse animates it, as though with the animate dead spell. In addition, the rod enables the wielder to rebuke or command undead as if she were four levels higher than she actually is, provided that the wearer already has the ability to affect undead in this way. The rod can animate up to 20 HD of undead per day.
Moderate necromancy; CL 10th; Craft Rod, animate dead, creator must be a cleric; Price 75,000 gp.
Source: Underdark
Demon Rod
This red and black rod is three feet long. Black, barbed thorns sprout from its surface. It is warm to the touch.
The demon rod functions as a +1 morningstar. Good creatures struck with it must succeed on a DC 20 Will save or be shaken for 1 round.
Three times per day, you can spend a full-round action to make a melee touch attack with the demon rod. If you hit, the target takes no damage, but must make a DC 20 Will save or become panicked for 3 rounds.
While you wield a demon rod, chaotic evil outsiders you summon gain a +2 profane bonus on melee attack rolls and damage rolls and gain +2 hit points per Hit Die for 6 additional rounds.
Finally, once per day, you can use the demon rod to conjure a vrock demon. The vrock appears anywhere within 45 feet and remains for 6 rounds. When it appears, you must make an opposed Charisma check as a free action to exert your control over it. If you succeed, the demon follows your commands as is normal for a summon monster VIII spell. If you fail, the demon attacks you instead.
If you do not have an evil alignment, the demon rod bestows one negative level for as long as you carry it; this negative level disappears when you drop the rod. The negative level never results in actual level loss, but it cannot be overcome in any way (including restoration spells) while you carry the rod.
CL 18th; Augment Summoning, Craft Rod, fear, summon monster VIII, creator must be chaotic evil. Market Price: 20,308 gp; Aura: Strong; (DC 24) conjuration; Weight: 6 lb.; Cost to Create: 10,000 gp (plus 308 gp for masterwork morningstar), 800 XP, 20 days.
Source: Drow of the Underdark
Dowsing Rod
This rod, made from white birch, always feels cool, damp, and supple to the touch. It points to the nearest source of potable water within 520 feet.
Faint divination; CL 3rd; Craft Wondrous Item, locate object; Price 12,000 gp; Weight 1 lb.
Source: Underdark
Faerzress Negation
Faerzress causes difficulties for many Underdark travelers. The rod of faerzress negation is a costly but often worthwhile way of countering the effects of this condition. At will, the wielder can negate the effects of faerzress in a 10-foot radius for up to 1 hour per day. (This duration need not be continuous.) Faerzress remains negated in that area until the wielder chooses to turn the effect off or the duration expires.
Moderate abjuration; CL 10th; Craft Rod, antimagic field; Price 50,000 gp.
Source: Underdark
Flaying Rod
This slender metal baton is painted crimson. Sharp metal barbs cover one end, while the other is wrapped in black leather.
Upon grasping a flaying rod, you cause the barbs to slip free of the head on thin adamantine chains. The flaying rod functions a +1 scourge of speed. (A scourge deals 1d8 points of damage, threatens a critical hit on a 20, and does x2 damage on a confirmed critical hit.) If you confirm a critical hit with a flaying rod, the creature struck is wracked with pain and cowers for 1 round. Creatures immune to critical hits are immune to this effect.
When you cast spells with the fear descriptor when holding a flaying rod, your caster level increases by 1.
CL 7th; Craft Rod, daze monster, fear, haste, creator must be a drow. Market Price: 35,000 gp; Aura: Moderate; (DC 17) necromancy, transmutation; Weight: 5 lb.; Cost to Create: 17,500 gp, 1,400 XP, 35 days.
Source: Drow of the Underdark
Portal Finder
This rod pulses in the wielder's hand and points to the nearest portal within 60 feet. The rod wielder knows the destination of the portal and whether it can be activated.
Moderate divination; CL 9th; Craft Rod, analyze portal, locate object; Price 36,000 gp.
Source: Underdark
Rod of the Twisted Weave
This rod is a long black scepter with a point at one end. The other end is an intricate design of loosely woven and twisted strands, with raw magical energy glowing pale green in the midst of it, like a burning jet of natural gas. The rod of the twisted Weave functions just like a rod of absorption, automatically absorbing single-target spells or rays (and spell-like abilities duplicating those effects) directed at the possessor or the possessor's gear. However, instead of storing absorbed spell energy, the rod immediately creates a backlash of negative energy that deals 1d6 points of damage per absorbed spell level to the caster of the spell (a successful Will save reduces the damage by half). A negative energy protection spell negates this damage, and undead spellcasters are actually healed by this effect.
CL 18th; Craft Rod, energy drain, spell turning; Market Price: 60,000 gp.
Source: Drow of the Underdark
Webspinning
This rod is embellished with spider and web motifs. The wielder is continuously protected by a spiderskin effect, which grants her a +2 enhancement bonus to her natural armor bonus, a +2 racial bonus on saves against poison, and a +2 racial bonus on Hide checks. In addition, the wielder can speak a command word to activate a web spell three times per day. The wielder can also move and attack through natural and magical webs as if under a freedom of movement effect, except that it applies only to webs.
Moderate transmutation and abjuration; CL 7th; Craft Rod, freedom of movement, spiderskin, web; Price 90,000 gp.
Source: Underdark
Feeders of the Ebon Maw
Rod of Famine
This foul creation so far exists only in the possession of the Feeders' greatest leaders. It appears to be carved from a single bone, with leathery, mummified flesh still clinging to it. Several teeth protrude from one end. When used in combat, the rod strikes as a +2 light mace. In addition, whenever the wielder scores a critical hit, the rod deals 1d10 points of starvation (nonlethal) damage as well as normal damage.
With a touch, the rod can rot food and wither nonmagical vegetation (up to 2 cubic feet), three times per day. This ability does no additional damage to plant creatures. It also functions as a ring of sustenance so long as it remains on the wielder's person.
Finally, three times per day, the wielder may quicken any Hunger domain spells he casts, as though he had prepared the spell with the Quicken Spell feat, without changing the spell slot of the altered spell.
Moderate transmutation; CL 11th; Craft Rod, Quicken Spell, creator must have access to the Hunger domain; Price 65,000 gp.
Source: Dragon #312
Undead
Nightstick
This black rod carved of darkly stained wood is inset with religious symbols of various deities. Anyone who possesses the rod and is able to turn or rebuke undead gains four more uses of the ability per day.
Moderate necromancy; CL 10th; Craft Rod, Extra Turning, class ability to turn or rebuke undead; Price 7,500 gp.
Source: Libris Mortis
Rod of Defiance
This white cudgel-like rod can be used as a +2 heavy mace. All undead in a radius of 30 feet of the wielder who holds the rod of defiance are treated as if they had -4 turn resistance.
Moderate necromancy; CL 10th; Craft Rod, class ability to turn or rebuke undead; Price 13,000 gp.
Source: Libris Mortis
Rod of Undead Mastery
This metal rod is carved to resemble a stack of miniature skulls. Anyone who holds the rod can control twice as many undead than he normally could. For instance, normally a caster can't control more HD of undead than four times his caster level, but while holding the rod of undead mastery, he can control eight times his caster level of undead.
Moderate necromancy; CL 10th; Craft Rod, desecrate; Price 10,000 gp.
Source: Libris Mortis
Scepter of the Netherworld
This plain steel baton contains several glyphs incised along its length that promise power over the undead. Anyone who holds the rod and has the power to turn or rebuke undead is treated as if three levels higher than his actual level when he uses his turning or rebuking power.
Moderate necromancy; CL 10th; Craft Rod, class ability to turn or rebuke undead; Price 9,000 gp.
Source: Libris Mortis
Planar
The two magic rods described here represent opposite extremes of the alignment spectrum.
Celestial Might
Carved from a single length of arrow-straight ash, its ends shod in gold and silver bands, this rod is meant to be carried into battle by those who seek to conquer the lower Planes. A rod of celestial might functions as a quarterstaff. If the rod strikes an evil outsider, its wielder can trigger a holy smite effect centered on the creature struck. This is a free action and may be used three times per day.
If the wielder is within 60 feet of an evil outsider, he can summon an avoral guardinal as a standard action (as summon monster VII).
Strong varied; CL 13th; Craft Rod, Craft Magic Arms and Armor, summon monster VII, holy smite; Price 110,600 gp; Cost 55,600 gp + 4,400 XP.
Source: Magic Item Compendium
Enervating Strike
Crafted from wood exposed to a doldrum (a minor negative-dominant zone) on the Negative Energy Plane itself, a rod of enervating strike functions as a +1 heavy mace. In addition, any creature it strikes in melee is subject to an inflict light wounds spell. If the rod scores a critical hit, the creature is instead targeted by an inflict serious wounds spell.
When used on a minor negative-dominant plane, the rod's spell effects are empowered (as by the Empower Spell feat).
When used on a major negative-dominant plane, these effects are maximized (as by the Maximize Spell feat).
Strong necromancy; CL 15th; Craft Rod, inflict serious wounds; Price 47,312 gp; Cost 23,812 gp + 1,880 XP.
Source: Magic Item Compendium
Metamagic Rods
Metamagic rods hold the essence of a metamagic feat but do not change the spell slot of the altered spell.
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, Chaining
The wielder can cast up to three spells per day that are chained as though using the Chain Spell feat.
Strong (no school); CL 17th; Craft Rod, Chain Spell; Price 27,200 gp (lesser), 108,000 gp (normal), 243,000 gp (greater).
Source: Complete Arcane
Metamagic, Cooperation
The wielder can cooperatively cast up to three spells per day as though using the Cooperative Spell feat.
Strong (no school); CL 17th; Craft Rod, Cooperative Spell; Price 2,700 gp (lesser), 10,500 gp (normal), 24,300 gp (greater).
Source: Complete Arcane
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).
Source: Dungeon Master's Guide v.3.5
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).
Source: Dungeon Master's Guide v.3.5
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).
Source: Dungeon Master's Guide v.3.5
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).
Source: Dungeon Master's Guide v.3.5
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).
Source: Dungeon Master's Guide v.3.5
Metamagic, Sculpting
The wielder can cast up to three spells per day whose areas can be modified as though using the Sculpt Spell feat.
Strong (no school); CL 17th; Craft Rod, Sculpt Spell; Price 5,400 gp (lesser), 21,600 gp (normal), 48,600 gp (greater).
Source: Complete Arcane
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).
Source: Dungeon Master's Guide v.3.5
Metamagic, Substitution
Four different types of the metamagic rod of substitution exist, each keyed to a different type of energy (acid, cold, electricity, or fire). The wielder can cast up to three spells per day as though using the appropriate Energy Substitution feat.
Strong (no school); CL 17th; Craft Rod, Energy Substitution for the appropriate energy type; Price 2,700 gp (lesser), 10,500 gp (normal), 24,300 gp (greater).
Source: Complete Arcane
Shadow Magic - Metashadow Rod
This item grants its wielder access to a particular metashadow feat, usable three times a day. For instance, a rod of empower mystery allows the wielder to empower three mysteries per day. As with metamagic rods, metashadow rods come in three varieties: lesser (usable with fundamentals and apprentice path mysteries), normal (usable with initiate path mysteries) and greater (usable with master path mysteries).
Metashadow, Empower Mystery
Strong (no school). CL 17th. Craft Rod, Empower Mystery; 4,500 360 XP, 9 days (lesser); 16,250 gp, 1,300 XP, 33 days (normal 36,500 gp, 2,920 XP, 73 days (greater). Price: 9,000 gp (lesser), 32,500 gp (normal), 73,000 (greater).
Source: Tome of Magic
Metashadow, Enlarge Mystery
Strong (no school). CL 17th. Craft Rod, Enlarge Mystery; 1,500 gp, 120 XP, 3 days (lesser); 5,500 gp, 440 XP, 11 days (normal), 12,250 gp, 980 XP, 25 days (greater). Price: 3,000 gp (lesser), 11,000 gp (normal), 24,500 (greater).
Source: Tome of Magic
Metashadow, Extend Mystery
Strong (no school). CL 17th. Craft Rod, Extend Mystery; 1,500 gp, 120 XP, 3 days (lesser); 5,500 gp, 440 XP, 11 days (normal); 12,250 gp, 980 XP, 25 days (greater); Price: 3,000 gp (lesser), 11,000 gp (normal), 24,500 (greater).
Source: Tome of Magic
Metashadow, Line of Shadow
Strong (no school). CL 17th. Craft Rod, Line of Shadow; 7,000 gp, 560 XP, 14 days (lesser); 27,000 gp, 2,160 XP, 54 days (normal); 60,750 gp, 4,860 XP, 122 days (greater); Price: 14,000 gp (lesser), 54,000 gp (normal), 121,500 gp (greater).
Source: Tome of Magic
Metashadow, Maximize Mystery
Strong (no school). CL 17th.Craft Rod, Maximize Mystery; 7,000 gp, 560 XP, 14 days (lesser); 27,000 gp, 2,160 XP, 54 days (normal) 60,750 gp, 4,860 XP, 122 days (greater); Price: 14,000 gp (lesser), 54,000 gp (normal), 121,500 gp (greater).
Source: Tome of Magic
Metashadow, Quicken Mystery
Strong (no school). CL 17th.Craft Rod, Quicken Mystery; 17,500 gp ,1,400 XP, 35 days (lesser); 37,750 gp, 3,020 XP, 76 days (normal); 85,000 gp, 6,800 XP, 170 days (greater). Price: 35,500 gp (lesser), 75,500 gp (normal), 170,000 gp (greater).
Source: Tome of Magic
Metashadow, Reach Mystery
Strong (no school). CL 17th. Craft Rod, Reach Mystery; 7,000 gp, 560 XP, 14 days (lesser); 27,000 gp, 2,160 XP, 54 days (normal); 60,750 gp, 4,860 XP, 122 days (greater). Price: 14,000 gp (lesser), 54,000 gp (normal), 121,500 gp (greater).
Source: Tome of Magic
Metashadow, Still Mystery
Strong (no school). CL 17th.Craft Rod, Still Mystery; 1,500 gp, 120 XP, 3 days (lesser); 5,500 gp, 440 XP, 11 days (normal); 12,250 gp, 980 XP, 25 days (greater). Price: 3,000 gp (lesser), 11,000 gp (normal), 24,500 gp (greater).
Source: Tome of Magic
Rods of Vile Darkness
Among the greatest evil curiosities are rods, many of which exhibit their crafters' fiendish creativity.
Celestial Bane Rod
Deep blood red in color, this metal rod is about 2 feet long and topped with a curved spike. All celestials within 60 feet of the rod take a -4 profane penalty on attack and damage rolls, saving throws, and skill checks. There is no saving throw against this effect, nor does spell resistance apply.
CL: 13th; Craft Rod, bestow curse, limited wish, creator must be an evil outsider; Market Price: 56,000 gp; Weight: 3 lb.
Source: Book of Vile Darkness
Flesheater
This brown scepter is topped with a device that looks like a tooth-filled mouth. Once per day, the wielder can summon horrible little creatures of greenish energy that look like minuscule imps or quasits. These creatures tear at the flesh of one target, eating it as they swarm around. The flesheaters are not actual creatures, but instead magical effects. They can be dispelled, but not attacked; attacks directed against them hit the rod's target instead. The target must succeed at a Fortitude save (DC is) to resist the flesheaters. If this save is failed, the target takes 3d6 points of damage per round for 1d6+1 rounds.
CL: 5th; Craft Rod, summon monster III; Market Price: 18,000 gp; weight: 3 lb.
Source: Book of Vile Darkness
Harrow Rod
This black, slightly twisted metal rod sprays a cone of acid up to 30 feet. Anyone in the area takes 9d6 points of acid damage (Reflex DC 17 half). The harrow rod can be used three times per day.
CL: 7th; Craft Rod, cone of cold, Melf's acid arrow; Market Price: 54,000 gp; weight: 3 lb.
Source: Book of Vile Darkness
Rod of Possession
This rod allows a willing user to draw a fiend or malevolent ghost into himself for possession. When the rod is activated, the wielder is automatically possessed by the nearest appropriate possessing creature, even if the creature is unwilling. The identity and attitude of the nearest spirit are often at the DM's discretion. This rod is frequently used in unspeakable rituals of black magic.
CL: 9th; Craft Rod, imprison soul, impotent possessor; Market Price: 20,000 gp; weight: 3 lb.
Source: Book of Vile Darkness
Rods of the Seas
Rod of the Legendary Mariner
Crafted of brass and a piece of highly polished driftwood, the rod of the legendary mariner makes life aboard a ship easier, granting its bearer a +5 bonus on Profession (sailor) checks. Additionally, the rod of the legendary mariner can be used to bring forth a purify food and drink effect three times per day, a create water effect three times per day, and a detect ship effect once per day.
Moderate varies; CL 5th; Craft Rod, Purify Food and Drink, Create Water, Detect Ship, must have at least 8 ranks in Profession (sailor); Price 20,000 gp.
Source: Stormwrack
Scepters
A scepter is a slender device that looks much like a rod or a wand. Scepters are generally more powerful than wands but easier to make than staffs.
A scepter can hold one or two spells of up to 7th level. When calling forth the desired effect, the wielder uses the caster level (minimum 6th) and the save DC set by the scepter's maker.
Physical Description: Scepters are usually forged from bronze, iron, silver, or another metal and adorned with enameling or inlaid precious gems. A scepter measures about 2 feet in length and weighs 2 to 3 pounds. It has a decorative head in the shape of a dragon's talon, a mounted crystal, a clenched fist, or some similarly rounded object. A typical scepter has 10 hit points, hardness 8, and a break DC of 24.
Activation: Scepters use the spell trigger activation method, so casting a spell from a scepter is usually a standard action that does not provoke attacks of opportunity. To activate a scepter, the wielder must hold it forth or brandish it in one hand.
Charges: A scepter has 50 charges upon creation. Each spell effect it contains can be used as many times as desired, up to the limit of the charges remaining in the scepter. A scepter that contains two spells, however, may require a different number of charges to produce each of its effects. A spell of 1st through 4th level drains 1 charge per use, while a spell of 5th through 7th level drains 2 charges per use.
Because a scepter can combine two wildly different spell effects, most bear little resemblance to one another. However, two particular kinds of scepters were often forged in ancient lands:
Scepters of the Lost Empires
Netherese Blast Scepter
Relatively short and thick-handled, a blast scepter contains an empowered lightning bolt (caster level 10th, 2 charges) that deals 15d6 points of electricity damage and a maximized shocking grasp (caster level 7th, 1 charge) that deals 30 points of electricity damage.
Moderate evocation; CL 10th; Craft Scepter, lightning bolt, shocking grasp; Price 48,000 gp.
Source: Lost Empires of Faerûn
Silver Ankh of Ra
Shaped like a loop-headed cross, the silver ankh was common in ancient Mulhorand. To use it, the wielder must grasp the loop and point the base of the cross toward the target. A silver ankh contains the spells searing light and cure serious wounds (both caster level 10th, 1 charge).
Faint evocation and conjuration; CL 10th; Craft Scepter, searing light, cure serious wounds; Price 33,750 gp.
Source: Lost Empires of Faerûn