Rods, Staves, and Wands

Unless otherwise specified, it is a standard action to activate a rod, staff, or wand. Any of these may be recharged for half the purchase price, if the item indicates that recharging is an option.

This rod is black in color, and set with onyx. The rod is capable of absorbing spell energy of spells directed at the wielder, and then using it to power the wielder’s own spells. If a spell is cast which targets the wielder, the wielder may choose to absorb its power into the rod by using readied standard action, and succeeding in a spell focus check vs the spell’s DC. The rod can hold only 20 spell levels total. If the wielder attempts to absorb more than 20 spell levels with the rod it explodes, dealing 1d20 force damage per spell level stored within it to all creatures within 15ft. The stored energy can be used by the wielder to cast spells without using prepared slots. The spells cast must be spells the wielder can cast normally. So a wizard with this spell could absorb a *Disintegrate* spell aimed at then, and then use the 6 spell levels to cast *Fireball* twice. The wielder is not able to put their own spell energy into the rod, and charges dissipate naturally at a rate of 5/day.

Cancellation:

This rod is made of plain wood, scorched by fire. The rod is only usable once should it succeed. Upon contact with another magic item, that item must make a resistance or be permanently made inert, with no chance of restoring its magical properties. The DC for the resistance is determined by the item, as nothing is added to the die roll, except for weapons and armor, which gain a +1 to the roll for every +2 enhancement.

Stored Magic items: 25

Rings: 23

Rods, Staves, or Wands: 22

Armor: 20

Shields: 22

Miscellaneous Weapons: 23

Special Weapons: 20

Fantastical Items: 20

Heroic Potential:

This rod is made of steel, and has a round knob on one end. There are 6 buttons along the length of the rod. The rod has various spell-like and other abilities. To wield the rod in one hand requires a Stature of 16.

Spell-like:

*Spook* 1/long rest

*Vampiric Touch* 1/long rest

*Ghoul Touch* 1/long rest

The resist DC for all of these is 20 + R.

The rod in its base form functions as a +2 light mace.

When button #1 is pushed, it becomes a +1 *Flaming* longsword.

When button #2 is pushed, it becomes a +4 great axe.

When button #3 is pushed, it becomes a +3 long spear, which may also be used as a lance if mounted.

When button #4 is pushed, the rod extends to a length of 50ft, at a rate of 10ft/round with rungs every 1.5ft, and a spike at one end which serves to anchor the ladder. The rod may be used to force doors using this function, and has a Power modifier of +10 for doing so.  The ladder may support up to 4,000 lbs of material.

When button #5 is pushed, the ladder retracts.

When button #6 is pushed, the wielder knows magnetic north, and their approximate depth below ground.

Rulership:

This rod is made of silver, and engraved with patterns of chains. This rod allows the domination of weaker minds by the wielder. The rod wielder may use it to cast *Dominate* *Person* as a spell-like ability, with the change that the dominated creatures are under the control of the wielder for as long as the rod is held. The DC of this is determined by a Device check. The wielder may control a number of creatures equal to the combination of their I, R, and C modifiers. However, if the combined E modifier (min 1 each) of all dominated creatures ever surpasses that number, the wielder’s brain explodes. This is usually a fatal experience. The rod has 50 charges, and each casting of *Dominate Person* requires 1 charge. The rod may not be recharged.

This staff is made of wood, and is white with spirals down the length.  It has several uses.  It can only be used once on any given creature per day.  The staff starts with 50 charges, it may be recharged.

-Cure 1d8+2 HP (0 charges)

-Cure *blindness*/*deafness* (1 charge)

-Cure disease (1 charge)

-Cure 1d4 ability drain (2 charges)

Magery:

This staff appears as a walking-stick, carved of weathered wood. The wielder of the staff may use the following spell-like abilities. Activating the staff is a standard action.

0 Charges:

-*Light*

-*Prestidigitation*

-*Detect Magic*

-*Dancing Lights*

1 Charge:

-*Invisibility*

-*Knock*

-*Mage Lock*

-*Web*

-*Dispel Magic*

-*Iluyanka’s Disc*

2 Charges:

-*Plane Shift*

-*Overtime Flight*

-*Enlarge Person*

-*Control Weather*

The DC of these is 20 + I, spell focus is determined with a Device check. The staff starts with 20 charges. The staff may be recharged by absorbing spells as a rod of absorption, but the wielder does not have a precise knowledge of how many spell levels are in it. Each spell absorbed adds charges equal to the spell level. If the number of charges passes 25, the staff explodes. The staff may also be purposefully broken by the wielder, causing an explosion. In either event, everyone in a 30ft radius takes 1d10 force damage for each charge in the staff, including the wielder. A successful G resist halves the damage. The wielder also has a 50% chance to be randomly sent to another plane.

Power:

The staff of power is made of cold iron, and patterned with interlocking rings. The staff allows for the casting of spell-like abilities, and for martial uses. The staff begins with 20 charges, and may be recharged in the same manner as the staff of magery. The staff has the following spell like abilities, and is treated as a level 17 caster for spell effects:

1 charge:

-*Mage Armor*

-*Magic Missile*

-*Sapping Ray*

-*Fly*

2 charges:

-*Delay Death*

-*Vampiric Shield*

-*Decapitation*

The DC for these is 20 + R, and spell focus is determined with Device checks. The staff may also spend one charge to become a halberd +4, or may become a spear +2 without spending a charge. As is, the staff counts as a +1 quarterstaff. If the staff surpasses 25 charges, it will explode as the Staff of Magery.

Snakes:

This staff is made of well carved wood, which has a pattern of scales engraved down its length. The staff of snakes may only be wielded effectively by a creature with levels in a class that allows for the casting of divine spells. For all other creatures, this is simply a +1 quarterstaff. In the hands of a divine caster, it is treated as a +3 quarterstaff, and once per day the wielder may order it to turn into a large constrictor snake. If this snake is slain, the staff returns to wood, and does not function as a magic item until two weeks have passed. Further, the wielder of this staff may cast *Wall of Fire* and *Insect Plague* as spell-like abilities 1/long rest, DC 25 with spell focus determined as the caster normally would.

Striking:

This staff is carved of hardwood, and has its ends capped in bronze. This staff counts as a +3 quarterstaff, and begins with 50 charges. When a melee hit is made charges may be expended as no action. 1 charge doubles the damage, two triples it, and three quadruples it, as if a critical hit had been scored. This damage is not multiplied on a critical hit. No more than three charges may be expended at once. Creatures immune to critical hits are still affected by this damage. This staff may be recharged.

This wand is carved from the bone of a humanoid of some kind, and inscribed with runes. This wand begins with 50 charges. One charge may be extended to cause a 60ft cone to emerge from the end of the wand. Creatures caught in the cone must make a DC 25 R resist or be *frightened*. Creatures failing by 5 or more are *panicked*.

Fire:

This wand is made of oak, and the end is set with a flint. This wand begins with 50 charges, and expending charges allows the wielder to use the following spell like abilities:

1 charge:

-*Burning Hands*

-*Fire Ray*

2 charges:

-*Fireball*

-*Spark*

-*Wall of Fire*

The resist DC for this wand is 21 + I. Spell focus is determined with Device checks. This wand casts as a level 17 caster. This wand may be recharged.

Frost:

This wand is made of cedar, and the end is capped in silver. This wand begins with 50 charges, and expending charges allows the wielder to use the following spell like abilities:

1 charge:

-*Chill Touch*

-*Mist Shield*

2 charges:

-*Cone of Cold*

-*Ice Prison*

3 charges:

-*Ice Body*

The resist DC for this wand is 22 + I. Spell focus is determined with Device checks. This wand casts as a level 18 caster. This wand may be recharged.

Illusion:

This wand is made of bamboo and is painted with vibrant, almost garish, colors. This wand may create illusion within 100ft while the wielder concentrates. The wand begins with 50 charges. The illusions created affect one sense per charge, so expending one charge would create a purely audio or visual illusion, while expending four would create one with audio, visual, scent, and tactile components. Charges must be expended for each full or partial minute the illusion persists. The illusion is a maximum of 10x10x10 feet in size. This wand may be recharged. The DC to see through these illusions is 20 + I, and requires an AR.

Lightning:

This wand is made of copper, and the end is capped in gold. This wand begins with 50 charges, and expending charges allows the wielder to use the following spell like abilities:

1 charge:

-*Shocking Grasp*

-*Personal Thunder*

2 charges:

-*Lightning Bolt*

3 charges:

-*Lightning Ray*

The resist DC for this wand is 22 + I. Spell focus is determined with Device checks. This wand casts as a level 18 caster. This wand may be recharged.

Negation:

This wand is made of driftwood, and is rough-hewn. This wand counters the functioning of other magic items. When a magic item is activated within 30ft the wielder may use this wand as a quick action to negate the activation of that magic item. The wielder must succeed with a ranged touch attack, and succeed an opposed Device check. This wand begins with 50 charges, and each negation uses one charge. This item may not be recharged.

Wonder:

This wand is made of mahogany, and is inlaid with pyrite and garnets. This wand has 50 charges, and may be recharged. The wand is activated when the wielder points it at a target and speaks the command word. Then percentiles are rolled, and a random effect is determined.

01-08: Target is affected by *Slow*

09-15: Deludes wielder into thinking wand functioned as indicated by second roll

16-21: Wielder and target switch places

22-26: Target is *entangled* by plant growth

27-31: Heavy rain falls for 1 round in 100ft radius of wielder

32-34: Summon an elephant (30%), rhinoceros (30%), or mouse (40%)

35-39: *Lightning Bolt* as wand of lightning

40-42: Stream of 600 large blue butterflies emerges from the wand, granting everyone in 30ft radius miss chance 4

43-47: Target is affected by *Enlarge Person*

48-51: *Darkness* in 30ft radius around wielder

52-54: Grass grows in cone 300ft long in front of wand. Existing grass quintuples in size.

55-59: Any non-living object within 200ft in path of wand of less than 3000 lbs becomes permanently invisible

60-62: Wielder loses 18 S

63-65: *Fireball* as wand of fire

66-68: Wielder is *Invisible* as the spell

69: Target is affected by *Unnatural Lust*, as the spell

70-73: Leaves grow from target

74-76: 60ft oak tree grows beneath target, must make a F resist or fall to the ground

77-81: 10-40 gems of 1 gp value shoot from wand in 30ft stream, any creature caught within takes 2d4 damage

82-84: Target (50%) or wielder (50%) is turned permanently blue (30%) green (30%) or mauve (40%)

85-88: Flesh to stone (if target area is already stone, then instead stone to flesh, up to 10x10x10 foot area)

89-92: Wielder learns target’s surface thoughts for 1d4 rounds, no resist

93-96: Anvil falls from sky and lands on target, deals 8d10+10 damage

97-99: Target (50%) or wielder (50%) is incorporeal for 1d6+1 rounds

100: Target (50%) or wielder (50%) becomes a living statue, made of glass

This item acts as a 15th level caster. All resists are DC 24 + I unless otherwise specified. Spell focus is determined with Device checks. This item may be recharged.