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.