Quirks of Magical Rods

The AD&D game has one of the largest compilations of magical items in the fantasy gaming industry. The following tables have been created to add some spice and variety to existing magical items in the AD&D game world. A table of nonstandard magical item abilities is offered for each major type of magical item in the AD&D game. The rationale for such quirks is simple.
Most items are created normally, and they function exactly as a standard item of the same type in the DMG. However, sometimes there is a slight mishap in the creation of the device; the steps are not followed in the proper order, the astrological signs do not bode well, the item's creator is disturbed to begin with, the instructions are incomplete, or something just plain goes wrong. Any of these results may cause a magical item to behave differently from others just like it.
Not all quirks are bad, however. Some are detrimental to the item or its user, some are neutral, and some are even beneficial. The possibility of quirks existing (and the actual number of quirks) is determined by using the table below to determine the exact quirks a magical rod possesses.
Roll 	Quirk Present
01-86	No quirks
87-94	One quirks
95-98	Two quirks
99-00	Three quirks
Magical Rod Quirks
Roll 	Result 	Roll 	Result
01-04	Rod is inefficient; double the number of charges expended for each use. 	56-60	Rod is unaffected by acid.
05-07	Rod has an extra command word that allows it to shrink to half its normal size or return to its normal size. 	61-63	Rod cannot be snapped or broken by any creature of less than 18/50 Strength. This also applies to any retributive strike 
made by another wand, staff, or rod.
08-13	Rod is made of metal and is magnetic; consequently, the rod is attracted to any large concentration of metal of at least 30 pounds. 	64-68	Rod does not work if the wielder is wearing metal armor of any kind (including elven chain mail).
14-18	Rod glows a random color (as faerie fire) whenever its powers are used. 	69-71	Rod tends to overload. It can be used up to three times in a 24-hour period. Any attempted uses beyond that limit causes the rod to short itself out for 24 hours, and the charges activated are lost.
19-22	Rod radiates non-detection and registers negatively at any attempt to detect magic. 	72-74	Rod is extremely powerful; any saves against its effects are at —2 to the die roll.
23-25	point of damage to its wielder each time that the rod's powers are used. 	75-79	Rod is unable to function in environments colder than freezing.
26-30	Rod is easily broken; the rod must make all saving throws at -2 to the roll. 	80-83	Rod is unable to function in environments warmer than normal human body temperature.
31-34	Somatic gestures and a command word are necessary for activating the rod's powers. The gestures force the user to suffer a 1d4+4 initiative penalty. If the gestures cannot be performed (say, if the wielder's arms are tied), the rod does not work.	84-86	Rod does not function underwater.
35-39	Rod does not work if the wielder's hand is covered, gloved, or gauntleted. 	87-89	Rod activates whenever the command word is spoken by anyone within 30 feet, whether it is held or not.
40-44	Rod is unstable; it fizzles out and does nothing 10% of the time that is activated. 	90-93	Rod can be used as a weapon (if it is not already one). It has a +1 bonus with respect to hitting creatures unharmed by normal weapons, but has no actual bonus to hit or on damage. A wand does damage as a jo stick; a rod does damage as a club; and a staff does damage as a quarterstaff.
45-50	Rod is unaffected by fire; magical or normal. 	94-96	If all of the rod's charges are used, the rod explodes in a fiery blast. The blast has a radius of 15 feet and does 5d4 points of damage to anyone therein. Those within 5 feet of the rod receive no saving throw; others may save vs. breath weapons for half damage.
51-52	Rod is invisible to everyone except its user. 	97-99	Rod is capable of being placed in automatic mode; every round, it performs one function as designated by the wielder, using the normal amount of charges, until it is taken out of automatic mode. During this time, the wielder can cast short spells (initiative modified spells of three or less), or melee with a -1 penalty on attack rolls.
53-55	Rod's wielder must concentrate for one round when speaking the command word to activate the rod's powers. 	00 	Rod is intelligent; roll on the Sword Intelligence Table (see Sword, Special)and disregard any result of no intelligence. The rod also has an ego; its personality must be determined as well. Though the rod does tell its owner of the powers it offers, it never reveals the number of charges it possesses. Note that an intelligent rod never willingly uses its last few charges. These rods can always be recharged, regardless of type.
Category:Magic Items
Category:Magical Rod
Category:Encyclopedia Magica Magic Items