The Rod of Seven Parts (Magic Artifact)

:The focus of the "Tomes: The Rod of Seven Parts (1145)" campaign.
==Appearance==
If all the component pieces are rejoined, the Rod of Seven Parts is 5 feet long. The butt is rounded and about 2 inches across. The opposite end is about as thick as a man's little finger.
Being an artefact of Law, the Rod's segments do not look broken. Each break is set of very intricate geometric facets with both protrusions and depressions. Any two pieces can be fitted together with patient twisting and pressing, like a three-dimensional puzzle. The individual segments are 4, 5, 6, 8, 10, 12, and 15 inches long.
The fully assembled Rod weights about seven pounds but feels as light as a feather.
==Properties==
Except where noted otherwise, the fully assembled Rod of Seven Parts and all of its segments have the following properties:
* The Rod radiates a faint dweomer if examined with a detect magic spell. The spell does not reveal what type of magic is present.
* The spells detect evil, detect good, identify, know alignment, and locate object divulge nothing about the Rod. Magical effects, spell-like powers, and psionic powers that duplicate the effects of these spells are also useless.
* The Rod is immune to most forms of harm. It is impervious to the destructive effects of magic, breath weapons, and psionics. If placed in a situation where it would be utterly destroyed, such as crushed under a slab of stone or broken by a gargantuan creature, the Rod is either unaffected or teleports to a random location as described in the Assembly section. In general, only extraordinary effects will cause the Rod to teleport. A blast from a fireball, for example, merely leaves the Rod unscathed. The Rod teleports away if it contacts a sphere of annihilation or is successfully attacked by a rod of cancellation (the Rod of Seven Parts is completely unaffected on a roll of 3 or more on 1d20).
* The Rod can be concealed by magic. If the character holding the Rod becomes invisible, the Rod becomes invisible. If the Rod bearer is polymorphed, the Rod becomes incorporated into the bearer's new form, although if the new form is destroyed the Rod is automatically separated from the character's body.
* If a character holds any portion of the Rod and thinks of it as part of larger item, he receives a vague impression of where the next largest piece lies. The character has no indication of how far away the next piece is, just a direction (north, south, east, west, up, down, or any combination of directions). The effect is similar to a locate object spell in that the character holding the Rod can slowly turn and know when he is facing the direction in which the next segment lies. The character need not actually see the segment he is holding; the effect is purely mental. If the character comes within 70 yards of the next piece, the impression of direction fades, leaving the bearer to his own devices. If the bearer subsequently moves more than 70 yards from the next piece, the impression of direction returns, but fades again as the bearer gets closer. Intelligent characters can use this property to triangulate the next piece's position.
==Powers of Individual Segments==
Each segment of the Rod has its own minor spell-like power, which requires the user to concentrate upon a command word. Invoking a minor power has an initiative modifier of 2; it counts as an action for the character, but does not require speech and cannot be disrupted as a spell can. Minor powers function at 20th level and are useable by any character.
# The 4-inch tip can cure light wounds five times a day. The tip's name and the command word for the cure light wounds power is Ruat.
# The 5-inch segment can create a slow effect once a day with a duration of 23 rounds. The name and command word is Coelum.
# The 6-inch segment can produce haste once a day with a duration of 23 rounds. The character wielding the segment doesn't age, but everyone else who is affected does. The name and command word is Fiat.
# The 8-inch segment can create a gust of wind five times a day. The gust is 10 feet wide and 200 yards long. The name and command word is Justitia.
# The 10-inch segment provides true seeing once a day for 20 rounds. The name and command word is Ecce.
# The 12-inch segment produces hold monster once a day (the effect lasts 20 rounds). The name and command word is Lex.
# The 15-inch segment can heal once a day. The name and command word is Rex.
==Major Powers==
As the Rod's segments are joined together, more potent abilities become available to the user. Invoking a major power has an initiative modifier of 3, but the procedure is otherwise the same as using a minor power. Major powers function at 20th level. Any group of segments that fit together (see the Assembly section) can be joined to create a unit with a major power. If three or more segments are joined, the resulting unit has only one major power-the one produced by the greatest number of segments. The unit has all the minor powers from the individual segments in it. The commands words for a major power are the names of the segments that create it, and the name of the smallest piece comes first. For example, if the party joins the 6and 8 inch segments together, the command words would be Fiat Ecce.
* Two segments bestow flight as the 3rd level wizard spell fly at will.
* Three segments add 20% to the wielder's magic resistance. The unit can be used as a blunt weapon and functions as a horseman's mace +1. These powers are continuous and don't require command words.
* Four segments allow the user to control winds twice a day. The unit functions as a horseman's mace +2.
* Five segments grant the power to shape change as the 9th level wizard spell once a day. The unit functions as a quarterstaff +3.
* Six segments allow the user to wind walk once a day. The unit functions as a quarterstaff +4.
* Seven segments can create a restoration effect, as the 7th priest spell, once a day. The unit functions as a quarterstaff +5. The unit can also be employed as a piercing weapon with the same characteristics (weapon speed, damage, etc.) as a quarterstaff.
==Resonant Powers==
The Rod of Seven Parts is most powerful if its segments are joined in the proper order. To create resonant powers, the Rod's segments must be joined one at a time starting with the tip. Resonating units retain all their major and minor powers. The major power usually is enhanced. In some cases, resonant units also have additional powers.
The Rod does not resonate if assembled in reverse order or if assembled from two or more units that have been put together to create duplicate major powers. For example, if a party starts with the tip and then adds segments 2, 3, and 4 one at a time, the resulting unit resonates. However, if the party takes the same four segments, but joins parts 1 and 2 to create one unit and joins parts 3 and 4 to create another unit, both units have the major power of flight. If the party then joins those two units together the resulting unit does not resonate and has considerably fewer powers that it would have if properly assembled.
If a non-resonant unit is joined to a resonant unit, the resulting unit is nonresonant. For example, a party has joined segments 1, 2, and 3 to create a resonant unit. If the party also has a unit made from segments 4 and 5 and joins the two units together the resulting unit would be nonresonant. The command words for resonant powers are the names of the segments that make up the units that create them, plus the word Maxima.
* Segments 1 and 2: Instead of flight as the wizard spell fly, user can, at will, fly at a speed of 24, with class A maneuverability.
* Segments 1, 2 and 3: The wielder gains the ability to influence creatures from the Elemental Plane of Air. No creature native to the plane can approach within 5 feet of the user unless the user attacks first. Even then, the user gains a +2 bonus to armor class and to all saving throws. Any damage the user suffers is reduced by -2 hit points per die (minimum 1 point per die). This power does not require command words.
* Segments 1, 2, 3 and 4: The wielder gains the ability to charm creatures from the Elemental Plane of Air. A charm attempt counts as an attack on the creature. The wielder cannot attempt to charm the same creature more than once a day.
* Segments 1, 2, 3, 4 and 5. The rod bearer can cast weather summoning once a day.
* Segments 1, 2, 3, 4, 5, and 6. The wielder can create a whirlwind once a day and maintain it for up to seven hours; it takes seven rounds to form. The wielder and up to six man-sized companions can ride the whirlwind, or the wielder can direct it at any distance as long as he keeps it in sight.
: The whirlwind (and any passengers) moves at a minimum speed of 9, but its top speed is 18; the wielder chooses the exact rate. It is 10 feet wide at the base and 40 feet wide at the top. The height can be from 30 to 70 feet as the wielder chooses. The base must always touch land or water.
: The whirlwind buffets anyone caught within it for 2d6 points of damage each round, but a successful saving throw vs. breath weapon negates the damage. Non-aerial creatures with two hit dice or less are killed if the saving throw fails. The wielder and passengers are not affected.
: Controlling the whirlwind requires minimal concentration. Damage to the wielder does not end the whirlwind, but the wielder can take no action other than movement while controlling it. If the wielder loses consciousness or is killed the whirlwind dissipates.
* Segments 1, 2, 3, 4, 5, 6, and 7. The wielder can cast resurrection as the 7th level priest spell, except that no resurrection survival check is required. Using this power always causes the Rod to scatter. See the Breakage section for details.
==Disassembling the Rod==
Resonating sections of the Rod of Seven Parts cannot be deliberately taken apart once they have been joined (though they can break apart by accident, see the Breakage section). Nonresonant sections can be
broken apart.
Disassembling the Rod requires at least one unattached segment. A reversed form of the glyphs required to assemble the Rod must be inscribed onto the unattached segment. Once the glyph is in place, the loose segment is used to strike the partially assembled Rod. When struck the Rod falls apart, and the largest piece teleports away. If the reversed glyph is incorrectly inscribed (see page 6), the section that bears the faulty glyph teleports away when brought within one foot of any other part of the Rod.
Once disassembled, the Rod can be reassembled by scribing new glyphs on the individual segments.
==Breakage==
The taint of chaos the Rod carries makes it unstable even when properly assembled. Any use of a major or resonant power has a 5% chance that the entire Rod will break apart and scatter. If the Rod breaks, all the segments lose their glyphs and teleport away as described on page 7, but they go twice as far. Only the smallest piece of the Rod remains.
The resonant power of resurrection always makes the Rod scatter. The Rod breaks and the pieces vanish through a planar rift and appear at random locations on some world in the Prime Material plane. There is no way to tell which world, but the Rod never appears on the same world twice in a row.
==Side Effects==
Carrying and using the Rod of Seven Parts can be hazardous, especially for characters who have alignment restrictions.
Category:Magical Items
Category:Magical Rod