Rods are scepter-like devices that have unique magical powers and do not usually have charges. Anyone can use a rod.
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 AC 9 and hardness 13, and a break DC of 27.
Note: as with all magic items, the GM may choose to "re-skin" a rod by giving it a distinctly unrodlike form, such as a tool, candlestick, or even a weapon.
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.
Medium | Major | Rod | Market Price |
01-07 | -- | Metamagic, Enlarge, standard | 3,000 gp |
08-14 | -- | Metamagic, Extend, standard | 3,000 gp |
15-21 | -- | Metamagic, Silent, standard | 3,000 gp |
22-28 | -- | Immovable | 5,000 gp |
29-35 | -- | Metamagic, Empower, standard | 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, greater | 11,000 gp |
58-61 | 07-08 | Metamagic, Extend, greater | 11,000 gp |
62-65 | 09-10 | Metamagic, Silent, greater | 11,000 gp |
66-71 | 11-14 | Wonder | 12,000 gp |
72-79 | 15-18 | Python | 13,000 gp |
80-83 | -- | Metamagic, Maximize, standard | 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, superior | 24,500 gp |
-- | 37-42 | Metamagic, Extend, superior | 24,500 gp |
-- | 43-48 | Metamagic, Silent, superior | 24,500 gp |
-- | 49-53 | Splendor | 25,000 gp |
-- | 54-58 | Withering | 25,000 gp |
98-99 | 59-64 | Metamagic, Empower, greater | 32,500 gp |
-- | 65-69 | Thunder and lightning | 33,000 gp |
100 | 70-73 | Metamagic, Quicken, standard | 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, greater | 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, superior | 73,000 gp |
-- | 95-96 | Metamagic, Quicken, greater | 75,500 gp |
-- | 97-98 | Alertness | 85,000 gp |
-- | 99 | Metamagic, Maximize, superior | 121,500 gp |
-- | 100 | Metamagic, Quicken, superior | 170,000 gp |
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 you or your gear. The rod then nullifies the spell’s effect and stores its potential until you release this energy in the form of spells of your own. You can instantly detect a spell’s level as the rod absorbs that spell’s energy. Absorption requires no action on your part if the rod is in hand at the time.
A running total of absorbed spell levels should be kept. You can use captured spell energy to cast any spell you have prepared or that you intuitively know, without using your own spell slots. 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 you want to cast, that any material components required for the spell be present, and that the rod be in hand when casting.
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.
This rod is indistinguishable from a +1 light mace. It has eight flanges on its mace-like head.
Sixth Sense (Continual while held, DC 20)
The rod bestows a +1 bonus on initiative checks.
Light (Attuned, DC 20)
At will, as a standard action, you can cause the rod of alertness to glow, as if the target of the light spell.
Divination (Attuned, DC 22)
If grasped firmly, the rod enables the holder to cast detect alignment, detect magic, or see invisibility. Each is cast as a spell-like ability using a standard action
Beacon (Attuned, DC 24)
If the head of a rod of alertness is planted in the ground, and you will it to alertness (a standard action), the rod senses any creature within 120 feet who intends to harm you. At the same time, the rod creates the effect of a bless (level 1) spell upon all creatures friendly to you 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.
Lie Detector (Attuned, DC 28)
As a standard action, you can cast discern lies as a spell-like ability.
Animate Objects (Attuned, DC 32)
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.
This dreaded rod is a bane to magic items, for even an accidental touch drains an item of all magical properties. The item touched must make a DC 23 WIS 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 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. Upon draining an item, the rod itself becomes brittle and cannot be used again. Drained items are only restorable by wish or miracle. Note: If a sphere of annihilation and a rod of cancellation negate each other, nothing can restore either of them.
This rod feels twitchy and cold in the hand as it
Pointer (Continual while held)
This device pulses in your hand and points in the direction of the nearest creature hostile to you. The creature can be invisible, ethereal, hidden, disguised, or in plain sight. Detection range is 60 feet.
Sonar (Attuned, DC 32)
If you concentrate for a full round, the rod also indicates how many total enemies are within range. This ability can be used three times each day, each use lasting up to 10 minutes. Activating the rod is a standard action.
Dire Flail (command word, DC 26)
Upon command, 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. No proficiencies are necessary for this extra attack. Transforming it into a weapon or back into a rod is a move action.
Protection (attuned, DC 28)
Once per day, you can use a free action to cause the rod to grant you protection. You can advantage on all saving throws and all attacks made against you are done at disadvantage. This protection lasts for 10 minutes. The rod need not be in weapon form to grant this benefit.
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 you can expend up to 10 charges in any 24-hour period.
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, you can lift or place the rod wherever you wish, 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.
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. It weighs 10 pounds. In its normal form, the rod can be used as a +2 light mace.
Buttons (use activated, DC 22)
Each of the buttons on the mace causes a different effect, all of which have no limit on the number of times they can be employed.
Hold Person (attuned, DC 24)
Once per day, you can cast hold person as a spell-like ability (CON Save DC 14 negates). To do so, you must touch your target with the rod (touch spell attack +6).
Fear (attuned, DC 22)
Once per day, you can strike fear into the hearts of enemies who view the rod (standard action). This functions as the fear spell (10-foot maximum range, WIS save DC partial).
Inflict/Heal (attuned, DC 22)
Once a day, you can inflict or cure damage with the rod. Doing so requires a successful touch spell attack (+6). If successful, you deal 2d4 hit points of damage (WIS save DC 17 for half). You can choose to instead cure 2d4 hit points.
This rod pulses in your hand and points to the largest mass of metal within 30 feet. However, you 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.
Metamagic rods hold the essence of a metamagic technique but do not change the spell slot of the altered spell. All the rods described here are continual when held. You may only use one metamagic rod on any given spell, but you may combine a rod with your own metamagic techniques (these still need the spell to be cast at a higher level).
The quality of a metamagic rod determines which spells it can affect. Standard quality rods only work with spells of 3rd level or lower, greater rods work with 6th level or lower, and superior rods work with all spell levels.
Metamagic rods have a per day usage limit. This limit applies to the rod itself regardless of how many casters attempt to use it. So, a rod that can empower three spells per day could be used three times by one caster or once by three casters.
Rod of Spell Empowerment - You can cast up to three spells per day that are empowered as though using the Empower Spell technique.
Rod of Enlarged Spells - You can cast up to three spells per day that are enlarged as though using the Enlarge Spell technique.
Rod of Extension - You can cast up to three spells per day that are extended as though using the Extend Spell technique.
Rod of Maximization - You can cast up to three spells per day that are maximized as though using the Maximize Spell technique.
Rod of Quickened Spells - You can cast up to three spells per day that are quickened as though using the Quicken Spell technique.
Rod of Silent Casting - You can cast up to three spells per day without verbal components as though using the Silent Spell technique.
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 you throw 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 your commands. 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 you desire, or whenever it moves farther than 100 feet from you. 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 you are good.
This rod looks like a royal scepter worth at least 5,000 gp in materials and workmanship alone. You can command the obedience and fealty of creatures within 120 feet when you activate 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 WIS save to negate the effect. Ruled creatures obey you as if you were their absolute sovereign. Still, if you give 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.
This item creates a nondimensional space, a pocket paradise. You 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 you 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 WIS 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. You can dismiss the effect whenever you wish before the maximum time period expires, but the rod can only be activated once per week.
Charisma Boost (Use-Activated [held], DC 24)
You gain a +4 enhancement bonus to your Charisma score for as long as you hold the rod.
Splendid Garb (Attuned, DC 30)
Once per day, the rod creates and garbs you 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 you attempt 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 you. 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.
Splendid Tent (Command Word, DC 30)
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 disappear (including any items that were taken out of the tent).
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 (Attuned, DC 22)
Once per day, the rod can strike as a +3 light mace, and the opponent struck is stunned (level 3) from the noise of the rod’s impact (Con DC 16 negates). Activating this power counts as a free action, and it works if the wielder strikes an opponent within 1 round.
Lightning (Attuned, DC 26)
Once per day, when you desire, 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 hit touch AC, 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.
Lightning Stroke (Attuned, DC 26)
Once per day as a standard action, you can cause the rod to shoot out a 5-foot-wide lightning bolt (9d6 points of electricity damage, DEX save DC 16 half) to a range of 200 feet.
Thunderclap (Attuned, DC 28)
Once per day as a standard action, you can cause the rod to give out a deafening noise, just as a shout spell (CON DC 16 partial, 2d6 points of sonic damage, target deafened for 2d6 rounds).
Thunder and Lightning (Attuned, DC 30)
Once per week as a standard action, you 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 Dex save applies for both effects.
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 (Con save DC 14 negates) and another 1d10 points of Constitution damage 1 minute later (Con save DC 14 negates). The rod only functions if you are evil.
A rod of withering acts as a +1 light mace that deals no hit point damage. Instead, you deal 1d4 points of Strength damage and 1d4 points of Constitution damage to any creature you touch with the rod (by making a melee attack against touch AC). If you score a critical hit, the damage from that hit becomes an afflicted wound. In either case, the defender negates the effect with a DC 17 CON save.
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.
d100 | Wondrous Effect |
01-05 | Slow creature pointed at for 10 rounds (WIS Save 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 (Str save 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 (CON Save 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 (Dex 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. (Dex DC 14 negates). |
50-53 | Enlarge person if within 60 ft. of rod (CON save 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 (DEX save 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 (CON save 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. (see spell for saves. DC 18). |