Showing posts with label Magic Equipment. Show all posts
Showing posts with label Magic Equipment. Show all posts

Friday, January 10, 2025

House Rules - New Artifacts

This is a listing of artifacts that may appear in my campaigns.

This list may use abbreviations to show what sourcebook the entries were drawn from. For guidance as to what sourcebooks these abbreviations reference, see my key to Sourcebook Abbreviations.

All of the material contained on this page and other pages of this blog is presented in accordance with the terms of the Open Game License.

Gatereaver: (Conjuration) A greataxe of impressive size and heft, Gatereaver is an ancient weapon forged in the cosmic fires at the core of all realities. Whatever its origins, Gatereaver displays extraordinary might and is not a weapon to be wielded lightly. Even its appearance speaks of power, from its rippling steel blade to the dozens of gems that decorate its haft. The whole weapon is surrpounded in an aura of dimensional energy that is constantly changing hue and intensity. At its brightest, Gatereaver seems to be alive with a prismatic tempest of fire, lightning, and blazing light. The patterns in the axe's blade are ever changing, though they have no known meaning in any language.

Where Gatereaver goes, chaos and upheaval follow. The wielder of this greataxe is always a foe to be feared, as it can guide the hand that holds it regardless of the wielder's actual skill. Its array of magical powers are impressive, but the weapon is feared most for the ability that gives rise to its name; the edge of Gatereaver tears open reality and cleaves rifts into other dimensions.

Gatereaver is also fearsome in that the artifact does not seem concerned with any purpose it serves. It can slaughter a village of innocents as easily as it protects a paladin's castle from a demonic siege. As uncaring as it is potent, Gatereaver is a weapon for epic struggles and titanic conflicts. Wise is the wielder who casts it aside after the battle is done. Wiser still is the wielder who cuts a hole with Gatereaver and casts the accursed blade into it immediately.

Gatereaver acts as a +5 keen greataxe of throwing and returning. The greataxe acts as a bane weapon against any outsider it strikes, regardless of alignment. By silent act of will, Gatereaver can ignite with dimensional flames which do an additional 2d6 damage per strike, and no form of defense except dimensional anchor or immunity to disintegration effects will reduce or negate this additional damage. Gatereaver's wielder attacks at a minimum Base Attack Bonus of +15 unless they possess a better one already.

By swinging Gatereaver vigorously through the air and wishing the blade to do so, the wielder can rend open a gate as per the 9th-level spell of the same name. This gate is to a random plane unless the wielder wishes to name a specific plane. The wielder has a 5% chance per character level of breaching to the desired plane if this is attempted. As with the spell gate, the wielder can call forth a planar being from this rift, which remains open for 1d10 rounds.

The wielder can use this power in the midst of an attack as well. If they successfully stricke a Huge or smaller target, the target must succeed at a DC 21 Fortitude save or the cosmic powers of the axe tear it to shread in the violent, whirling chaos between shorn realities. Even if the target succeeds at the save, they are flung through a rift that opens after the axe inflicts its normal damage. Using the axe's ability to open a dimensional rift, whether as part of a melee attack or not, requires a full-round action.

Gatereaver can also be used to rend open reality at the point of a thrown impact. This rips apart the boundaries betweent he prime material and the astral plane, resulting in a disintegration effect against whatever is struck. The DC for this save is 16, and all relevant details ofnthe spell ability. This use of the axe's abilities requires a full-round action.

Kukri of Binding: (Conjuration) This single-edged, angled dagger is created of silver and iron in abraided pattern and ammered into a single blade. The handle is ivory and bears complex magical rune work. In the hands of someone without the ability to cast conjuration spells, it merely acts as a +2 kukri. Wielded by a spellcaster with the ability to realze its full potential, the kurkri of binding becomes much more.

A spellcaster capable of casting conjuration spells can wield the kukri as a +3 outsider bane kukri and does not suffer a nonproficiency penalty when doing so. The wielder can instead choose to suspend the bane ability and attempt to bind an outsider struck by the weapon. This is a dangerous gamble, because failure at this attempt renders the outsider immune to binding, calling, or dismissal magic for 24 hours thereafter.

To attempt to bind on outsider, the wielder must make a successful melee attack with the kukri. The outsider must make an opposed Will saving throw against the wielder. If this save failes, the outsider is bound as if by the spell greater planar binding. The target is rooted to the spot as if they were in a containment diagram that is automatically successful. The wielder of the kukri can then barter or demand service as the spell would normally allow. The kukri can only bind one creature at a time, losing the power to do so until the current target has performed its service and departed. Even free-willed outsiders are empowered with the ability to return to their home planes after trebdering service to the wielder; this is an effect of the kukri

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Wednesday, January 8, 2025

House Rules - New Magic Armor and Shield Special Abilities (Fixed Cost Enhancements)

Armor and shields may have special abilities, such as acid resistance or fortification. The special abilities listed here have a fixed market value of the item, and do not modify defensive bonuses (except where specifically noted). These enhancements do not count against the modified bonus (enhancement bonus plus special ability bonus equivalent) of the armor or shield. A suit of armor or shield with a special ability must have at least a +1 enhancement bonus.

This list uses several abbreviations to show what sourcebook the entries were drawn from. For guidance as to what sourcebooks these abbreviations reference, see my key to Sourcebook Abbreviations.

All of the material contained on this page and other pages of this blog is presented in accordance with the terms of the Open Game License.

Frightening: (Magic Item Creation) A suit of armor or shield with this enhancement is dreadful to look upon. While worn or carried, the armor or shield grants a +5 competence bonus to all Intimidate checks.
  Aura: Faint enchantment; Caster Level: 5th; Prerequisites: Craft Magic Arms and Armor, cause fear; Cost: +3,700 shillings.

Frightening, Improved: (Magic Item Creation) A suit of armor or shield with this enhancement is dreadful to look upon. While worn or carried, the armor or shield grants a +10 competence bonus to all Intimidate checks.
  Aura: Moderate enchantment; Caster Level: 10th; Prerequisites: Craft Magic Arms and Armor, cause fear; Cost: +15,000 shillings.

Frightening:, Greater (Magic Item Creation) A suit of armor or shield with this enhancement is dreadful to look upon. While worn or carried, the armor or shield grants a +15 competence bonus to all Intimidate checks.
  Aura: Faint enchantment; Caster Level: 15th; Prerequisites: Craft Magic Arms and Armor, cause fear; Cost: +33,750 shillings.

Nimble: (Magic Item Creation) While most armor restricts a wearer's agility, armor enchanted with this special ability actually increases the wearer's ability to roll, dive, tuck, and tumble. A suit of armor or shield with this enhancement is dreadful to look upon. While worn the armor grants a +5 competence bonus to all Tumble checks. Normal armor check penalties still apply.
  Aura: Faint transmutation; Caster Level: 5th; Prerequisites: Craft Magic Arms and Armor, cat's grace; Cost: +3,700 shillings.

Nimble, Improved: (Magic Item Creation) While most armor restricts a wearer's agility, armor enchanted with this special ability actually increases the wearer's ability to roll, dive, tuck, and tumble. A suit of armor or shield with this enhancement is dreadful to look upon. While worn the armor grants a +10 competence bonus to all Tumble checks. Normal armor check penalties still apply.
  Aura: Moderate transmutation; Caster Level: 10th; Prerequisites: Craft Magic Arms and Armor, cat's grace; Cost: +15,000 shillings.

Nimble, Greater: (Magic Item Creation) While most armor restricts a wearer's agility, armor enchanted with this special ability actually increases the wearer's ability to roll, dive, tuck, and tumble. A suit of armor or shield with this enhancement is dreadful to look upon. While worn the armor grants a +15 competence bonus to all Tumble checks. Normal armor check penalties still apply.
  Aura: Moderate transmutation; Caster Level: 15th; Prerequisites: Craft Magic Arms and Armor, cat's grace; Cost: +33,750 shillings.

Spring Heel: (Magic Item Creation) This specially crafted armor has reinforced and spell-enhanced greaves and foot protection. While worn the armor grants a +5 competence bonus to all Jump checks. Normal armor check penalties still apply.
  Aura: Faint transmutation; Caster Level: 5th; Prerequisites: Craft Magic Arms and Armor, jump; Cost: +3,700 shillings.

Spring Heel, Improved: (Magic Item Creation) This specially crafted armor has reinforced and spell-enhanced greaves and foot protection. While worn the armor grants a +10 competence bonus to all Jump checks. Normal armor check penalties still apply.
  Aura: Moderate transmutation; Caster Level: 10th; Prerequisites: Craft Magic Arms and Armor, jump; Cost: +15,000 shillings.

Spring Heel, Greater: (Magic Item Creation) This specially crafted armor has reinforced and spell-enhanced greaves and foot protection. While worn the armor grants a +15 competence bonus to all Jump checks. Normal armor check penalties still apply.
  Aura: Moderate transmutation; Caster Level: 15th; Prerequisites: Craft Magic Arms and Armor, jump; Cost: +33,750 shillings.

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Wednesday, January 1, 2025

House Rules - New Magic Weapon Special Abilities (Fixed Cost Enhancements)

Weapons may have special abilities, such as the ability to flame or the ability to attack on their own. The special abilities listed here have a fixed market value of the item, and do not modify attack or damage bonuses (except where specifically noted). These enhancements do not count against the modified bonus (enhancement bonus plus special ability bonus equivalent) of the weapon. A weapon with a special ability must have at least a +1 enhancement bonus.

This list uses several abbreviations to show what sourcebook the entries were drawn from. For guidance as to what sourcebooks these abbreviations reference, see my key to Sourcebook Abbreviations.

All of the material contained on this page and other pages of this blog is presented in accordance with the terms of the Open Game License.

Armor Piercing: (Fury in the Wastelands: The Orcs of Tellene) This enhancement can only be placed on a missile weapon such as an arrow, bolt, or javelin. Unlike normal weapon enhancements, the missile does not have to be a masterwork item or otherwise enchanted to be the subject of this enhancement. An armor piercing missile ignores the armor, natural armor, and shield bonuses of its target. The cost listed is to enchant a single missile. Missiles such as arrows, bolts, or bullets break after one use. This enchantment grants no benefit if the missile is used as a melee weapon. Thrown weapons such as javelins, throwing spears, and throwing axes lose their magical ability after one use.
  Aura: Moderate transmutation; Caster Level: 5th; Prerequisites: Craft Magic Arms and Armor, armor piercing missile; Cost: 750 shillings; Cost to Create: 375 shillings and 30 experience points.

Heart Seeker: (Fury in the Wastelands: The Orcs of Tellene) This enhancement can only be placed on a missile weapon such as an arrow, bolt, or javelin. Unlike normal weapon enhancements, the missile does not have to be a masterwork item or otherwise enchanted to be the subject of this enhancement. A heart seeker missile inflicts double damage on a target. The enchantment adds one to the critical multiplier of the weapon (i.e. a x2 multiplier would become a x3). The cost listed is to enchant a single missile. Missiles such as arrows, bolts, or bullets break after one use. This enchantment grants no benefit if the missile is used as a melee weapon. Thrown weapons such as javelins, throwing spears, and throwing axes lose their magical ability after one use.
  Aura: Moderate transmutation; Caster Level: 5th; Prerequisites: Craft Magic Arms and Armor, heart seeker missile; Cost: 1,400 shillings; Cost to Create: 700 shillings and 56 experience points.

Pain: (Fury in the Wastelands: The Orcs of Tellene) This enhancement can only be placed on a missile weapon such as an arrow, bolt, or javelin. Unlike normal weapon enhancements, the missile does not have to be a masterwork item or otherwise enchanted to be the subject of this enhancement. A creature struck by a pain missile must make a DC 14 Fortitude save in order to perform any action other than lying on the ground writing in agony. This effects lasts for five rounds, and the save must be made every round. The cost listed is to enchant a single missile. Missiles such as arrows, bolts, or bullets break after one use. This enchantment grants no benefit if the missile is used as a melee weapon. Thrown weapons such as javelins, throwing spears, and throwing axes lose their magical ability after one use.
  Aura: Moderate transmutation; Caster Level: 7th; Prerequisites: Craft Magic Arms and Armor, pain missile; Cost: 325 shillings; Cost to Create: 163 shillings and 13 experience points.

Stinging: (Dragon Magazine #353) A weapon with this ability ignores the absolute protection offered by armor against certain weapons. Stinging weapons are typically covered in tiny barbs and spines that do not negatively affect its usefulness in any way. This ability can only be applied to whips and similar weapons whose damage is partially or fully blocked by armor. The weapon deals normal damage against creatures with armor or natural armor.
  Aura: Moderate transmutation; Caster Level: 6th; Prerequisites: Craft Magic Arms and Armor, gaseous form; Cost: 1,000 shillings.

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Tuesday, January 4, 2022

House Rules - Intelligent Item Creation

Creating Intelligent Magic Items (from the Book of Eldritch Might III)

Intelligent magic items are magic items of any kind (weapons, staves, rings, and so on) with their own sentience. These items think, feel, and possess all the traits you would expect to see in a person. Magic items can be imbued with life using the Life to the Inanimate feat. Note that this feat only allows a magic item to be infused with intelligence, a creator making a new magic item to be infused with intelligence would have to have the appropriate item creation feat to create the base item. An existing magic item can also be infused with intelligence.

Intelligent items differ from constructs. In fact, they are the opposite of constructs. Constructs are inanimate objects given locomotion but not intelligence. Intelligent items are inanimate objects given intelligence but not locomotion.

The intelligent items described here are more like non-player characters than simply as equipment. They have personalities, goals, objectives, wants, and fears. Friendly items will behave as would any other non-player character that accompanies the party - or, in the case of unfriendly items, will behave as any other foes.

An intelligent bow that is interested in furthering the cause of law might willingly loose arrows only upon chaotic opponents, although the archer might convince it to loose arrows upon neutral foes that threaten them. An ancient, intelligent ring with the ability to speak might have some interesting information to offer about the origins of a demonic dragon a group of heroes must face, but only after they complete a quest the ring gives them.

These magic items can grow with a character. A character can start at a relatively low level with an intelligent item and keep the item while advancing in level, valuing it as much at 16th level as they did at 6th. The item remains balanced because a character must continue to devote experience points to it.

Communication and Perception

PerceptionAdditional Creation Cost
NoneNone
Intuition100 shillings + 4 experience points
Hearing200 shillings + 8 experience points
Sight1,000 shillings + 40 experience points
Sight with darkvision2,000 shillings + 80 experience points
Blindsight5,000 shillings + 200 experience points
If an item is intelligent, it is first important to determine what it can perceive and understand. A typical inanimate object perceives and understand nothing. Intelligent items have one or more of the types of perception as listed on the table to the right:

None: The item cannot sense what is going on around it on its own, but if it can communicate, it can still take actions cased on others' descriptions of the events taking place.

Intuition: The item can perceive only very general sorts of input. It knows then someone picks it up or uses it, when it gets hurt, the temperature around it, whether or not it is moving, and so on.

Hearing: The item can hear like a human, with a Listen bonus equal to its Wisdom modifier, plus any skill ranks. Items with hearing become vulnerable to auditory effects like a harpy's song that normally only affect creatures.

Sight: The item can see like a human, with a Spot bonus equal to its Wisdom modifier, plus any skill ranks. Although it has no eyes, it must focus this sense in one direction or another, the same way a person "looks around". Items with sight become vulnerable to gaze attacks and other sight-based effects (such as color spray) that normally only affect creatures.

Blindsight: The item has a special sense of everything around it, up to 60 feet. While not as detail-oriented as actual sight, it does allow the item to sense invisible objects. The item has a Spot bonus equal to its Wisdom modifier plus any skill ranks.

CommunicationAdditional Creation Cost
NoneNone
Pulse25 shillings + 1 experience point
Empathy50 shillings + 4 experience points
Speech200 shillings + 16 experience points
Telepathy5,000 shillings + 200 experience points
Super-Telepathy10,000 shillings + 400 experience points
The object also has one of the types of communications listed to the right:

None: The item cannot communicate in any way and cannot understand communication from others, even if it can head and someone speaks to it.

Pulse: The item can vibrate a little, just enough so that anyone holding it or touching it can tell. It understands no type of communication, regardless of what kind of perception it has.

Empathy: The item only understands one-word sorts of ideas or emotions, and can convey the same. It does so only mentally to whoever is holding it.

Speech: The item can speak audibly. It automatically knows one language (chosen by its creator). It can learn more languages by spending skill points.

Telepathy: The item can mentally communicate with anyone touching it. No shared language is necessary.

Super-Telepathy: The item can mentally communicate with anyone within 25 feet. No shared language is necessary.

Item Ability Scores

AddAdditional Creation Cost
+150 shillings and 1 experience point
+2100 shillings and 4 experience points
+3200 shillings and 8 experience points
+4400 shillings and 16 experience points
+5800 shillings and 32 experience points
+61,600 shillings and 64 experience points
+73,200 shillings and 128 experience points
+86,400 shillings and 256 experience points
+912,800 shillings and 508 experience points
+1025,600 shillings and 1,016 experience point
Items have three ability scores: Intelligence, Wisdom, and Charisma. When an item is created, roll 2d6 for each of these ability scores. Further, the creator can add bonuses to the rolled scores at the rate shown on the table to the right:

The item's final ability scores cannot exceed the creator's.

Items that can animate themselves also have Strength and Dexterity scores. Determine and increase those scores in the same way as their Intelligence, Wisdom, and Charisma.

Like characters, for every four levels and item gains, it can add +1 to one ability score.

Item Personalities

What does an item want out of "life"? What does it fear? Des it revere a celestial or infernal power? What is the item's alignment? These are questions to answer when the item is created. The creator has a great deal of influence over the item, but in the end , the item is free-willed. At the time of creation, the creator should make a caster level check, adding his Charisma modifier and consulting the following list:
  • 1 - 10: The DM determines all aspects of the item's personality.

  • 11 - 14: The item has the same alignment as the creator. The DM chooses all other aspects of the item's personality.

  • 15 - 19: The creator determines the item's alignment. The DM chooses all other aspects of its personality.

  • 20 - 29: The creator dictates the item's alignment and general "purpose" (what it looks upon as its goal).

  • 30 or higher: The creator dictates the alignment, goals, and personality of the item.
When the DM is creating aspects of the item's personality, she can do so randomly or as she sees fit. She can base the item on the creator if she wishes. For example, if the creator were a wizard, the item might love wizards. or it might hate them.

Item Levels

Like creatures, intelligent items have levels and can gain more. Unlike creatures, they do not gain levels based on experience or overcoming challenges. Instead, a living creature must infuse personal energy in the form of experience points into the item. The number of experience points required for an item to gain a level is equal to one-quarter the number of experience points needed for a character to gain a level. Anyone touching an intelligent item can infuse it with power, although a character cannot infuse an item that is higher level than he or she is; so a 6th-level fighter cannot infuse an 8th-level item. Also, a character cannot infuse an intelligent item with so many experience points that the character would lose a level.

Unlike a character, an item does not have to start at 1st level. The creator can infuse sufficient experience points into an item upon creation to raise its level immediately.

When leveling, Intelligent items are treated just like non-player characters. Choices made during level advancement are subject to the DM's discretion.

Hit Points

An item gains an additional hit point each level.

Item Attacks

Items able to animate or activate themselves have a base attack bonus. To this bonus they add a Strength or Dexterity modifier (depending on whether they make melee or ranged attacks), their own enhancement bonus (if any), and so on.

Saving Throws

All saving throws made by an intelligent item use the base saving throw bonus presented on the table below. To this bonus, they add the appropriate ability score modifier (if any), their own enhancement bonus (if any), and so on. For an item's every 10 points of hardness (depending on its material), it adds +1 to Fortitude saving throws. Like constructs, items only make Fortitude saving throws against an effect that also affects objects, such as disintegrate. Items in the possession of a character with better saving throw bonuses than their use the possessor's saving throw bonus instead.

Spell-Like Abilities

Items gains new spell-like abilities as they gain levels, much in the same way that a spellcasting character gains new spells. Each new spell-like abilities they gain (according to the table below) can be used once per day. The item chooses abilities from among the spells on any spell list. It may select an ability more than once, for multiple uses each day; a spell chosen three times can be used as a spell-like ability three times per day. Items receive bonus spell-like abilities based on their Wisdom scores, even if the spells in question are arcane spells.

The saving throw Difficult Class for an item's spell-like ability is based upon the item's Charisma modifier: DC = 10 + the level of the spell the ability comes from + the item's Charisma modifier.

Since they are spell-like abilities, they require no verbal, somatic, or material components. Spells with an experience point cost of up to 1,000 shillings can be used as abilities only once per week as oppose to once per day. Spells with an experience point cost of more than 1,000 experience points can be used as abilities only once per month.

Personal spells can be used as spell-like abilities on the item or on the item's user. All other spells are handled as described regarding targets, range, and so on.

Items cannot activate a spell-like ability or animate themselves the same round as they are used by a character. Thus, a character cannot use a magical sword as a weapon the same round as the sword uses a spell-like ability or animates to make an attack.

Item Traits

Intelligent items are immune to poison, disease, and similar effects. They are not subject to critical hits, nonlethal damage, ability damage, energy drain, or death from massive damage. Items cannot heal damage. items can be repaired.

Items always fail Constitution checks. they can make concentration checks - items base Concentration on Charisma rather than Constitution. Nothing that requires a physiology or understandable anatomy works on items. They are immune to effects that require a Fortitude save (unless the effect also works on objects, such as disintegrate). In such cases, items apply their Charisma modifier to their Fortitude saving throw, as well as +1 for every 10 points of hardness.

An item with no Dexterity score cannot move. Items normally act on their wielder's initiative score, but take their own actions if they have actions they can take. If an unattended item can act (such as by casting spells), it applies its Intelligence modifier to initiative checks instead of a Dexterity modifier. The item fails all Reflex saves and Dexterity checks.

Items have distinct personalities and can be influenced by Diplomacy, Bluff, and even Intimidate checks. Items treated well often respond well. Items treated poorly, either physically or psychologically - and often, only the item can judge whether it is well cared for - react poorly to their users and others.

An item with no Dexterity score takes only partial actions. items with a Dexterity score can take actions normally. Items cannot be affected by haste or slow.

Item Skills

Intelligent items can have ranks in any skill with Intelligence, Wisdom, or Charisma as a key ability. Items can also take Concentration, using Charisma as the key ability rather than Constitution. Still, some skills, like Craft: Alchemy or Disable Device, require a mobility that the item does not have. All the item can do in such a case is aid another who can actually carry out the task. The DM can use common sense to determine which skills require abilities the item does not possess.

Items that can become animate can have Strength- and Dexterity-based skills at the DM's discretion.

Items have skill points equal to (2 + Intelligence bonus) x4 at 1st level, and skill points equal to 2 + Intelligence bonus for each additional level.

Item Feats

Items gain feats as creatures do. Rather than gaining a new feat at every three levels, they follow the progression shown on the "Intelligent Items" table. Items get a feat at 1st level, and 2nd level, and ten one for every other level thereafter. The feats listed on the table below are all the feats that an item gets.

Items can have the following feats from the Player's Handbook: Great Fortitude, Iron Will, Lightning Reflexes, Skill Augmentation, and Skill Focus. Great Fortitude, Iron Will, Lightning Reflexes all apply to saves made by the item or on the item's behalf by its possessor. They can also choose feats from the Item Feats list.

Item Healing, Maladies, and Death

Items do not heal hit points as living creatures do. A mending spell often repairs damage an item suffers (usually 1d8 hit points worth) and make whole restores all lost hit points. An item restores mental ability score damage through rest like a creature, or through spells like lesser restoration. Item physical ability score damage must be repaired through spells like restoration.

As with creatures, items can gain disease-like afflictions. Called maladies, they are sometimes brought upon by magic (such as via the spell bestow malady) and sometimes by other conditions, such as stress, neglect, or anything else the DM deems appropriate. A few maladies are presented below, as a sample:
  • Devil's Mind: The item begins acting erratically. It loses 1d3 points of Intelligence or Wisdom each day (50 percent chance of either on a given day). if the item can speak, its speech becomes slurred or jittery and quick. It appears obvious that something is wrong. Normally, an item may make a DC 18 Will save each day to resist the effects. Three successful saving throws in a row usually shakes off the malady altogether.

  • Dire Corrosion: The item suffers 1 point of damage per day and loses 1 point of hardness each week. When hardness reaches 0, the item loses 5 hit points per day. Once out of hit points, the item crumbles to dust. It appears obvious that the item is decaying at a rate far faster than usual. Normally, an item may make a DC 16 Will saving throw each day to resist the effects. Two successful saving throws in a row usually shakes off the malady altogether.

  • Object Paralysis: This malady only affects animate items or those that can float. They lose the ability to move entirely. Normally, and item may make a DC 15 Will save each day to resist the effects. Three successful saving throws in a row usually shakes off the malady altogether.
Intelligent items can be destroyed, just like regular items In such a case, the item "dies". They cannot be raised or resurrected, although a wish or miracle can restore them.

Intelligent Magic Item Market Price

To determine the market price of intelligent items, use the following formula: Base price + 1,000 + (level2 x 1,000) shillings.

The base price refers to the initial creation cost spent on ability scores, communication modes, and perception. Intelligent magic weapons, armor, and shields must have at least a +1 enhancement bonus, so you must also figure in that cost.

Of course, someone with the proper feats can add abilities to an existing intelligent magic item.

The experience point cost for creating an intelligent magic item is 100 experience points plus any experience points involved in granting its ability scores, communication modes, and perception, and any devoted to raising its level.

Intelligent Items
- Once per Day Spell-Like Abilities -
LevelBase Attack BonusBase SavesSpecial0th1st2nd3rd4th5th6th7th8th9th
1+0+2Feat10--------
2+1+3Feat11--------
3+2+3-21--------
4+3+4Feat211-------
5+3+4-221-------
6+4+5Feat3211------
7+5+5-3221------
8+6/+1+6Feat33211-----
9+6/+1+6-43221-----
10+7/+2+7Feat433211----
11+8/+3+7-443221----
12+9/+4+8Feat5433211---
13+9/+4+8-5443221---
14+10/+5+9Feat55433211--
15+11/+6/+1+9-55443221--
16+12/+7/+2+10Feat555433211-
17+12/+7/+2+10-555443221-
18+13/+8/+3+11Feat5555433211
19+14/+9/+4+11-5555443221
20+15/+10/+5+12Feat5555543321

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Tuesday, December 28, 2021

House Rules - New Magic Rods

This is a listing of magic rods that may appear in my campaigns.

This list may use abbreviations to show what sourcebook the entries were drawn from. For guidance as to what sourcebooks these abbreviations reference, see my key to Sourcebook Abbreviations.

All of the material contained on this page and other pages of this blog is presented in accordance with the terms of the Open Game License.

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 must still 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, Acid Lattice: The wielder can cast up to three spells per day that are enhanced with acid as though using the Acid Lattice feat.
  Aura: Strong (no school)[acid]; Caster Level: 17th; Prerequisites: Craft Rod, Acid Lattice; Cost: 3,000 shillings (lesser), 11,000 shillings (normal), 24,500 shillings (greater); Cost to Create: 1,500 shillings + 120 experience points (lesser), 5,500 shillings + 440 experience points (normal), 12,250 shillings + 980 experience points (greater). Weight: 5 lbs.

Metamagic, Admixture: The wielder can cast up to three energy spells per day that are mixed with an additional energy as though using the Energy Admixture feat. These rods come in four different varieties, each type coded to a different elemental energy (acid, cold, electricity, or fire). The wielder can only use the effects of this rod to add energy of that particular energy type.
  Aura: Strong (no school)[acid, cold, electricity, or fire]; Caster Level: 17th; Prerequisites: Craft Rod, Energy Admixture; Cost: 35,000 shillings (lesser), 75,500 shillings (normal), 170,000 shillings (greater); Cost to Create: 17,500 shillings + 1,400 experience points (lesser), 37,750 shillings + 3,020 experience points (normal), 85,000 shillings + 6,800 experience points (greater). Weight: 5 lbs.

Metamagic, Affinity: Four different types of these rods exist, each keyed to a different type of energy (acid, cold, electricity, or fire). The wielder can cast up to three spells per day as though using the appropriate Energy Affinity feat.
  Aura: Strong (no school)[acid, cold, electricity, or fire]; Caster Level: 17th; Prerequisites: Craft Rod, Energy Affinity; Cost: 2,700 shillings (lesser), 10,500 shillings (normal), 24,300 shillings (greater); Cost to Create: 1,350 shillings + 108 experience points (lesser), 5,250 shillings + 420 experience points (normal), 12,150 shillings + 972 experience points (greater). Weight: 5 lbs.

Metamagic, Aid: The wielder can cast up to three spells per day that are aided as though using the Aid Spell feat.
  Aura: Strong (no school); Caster Level: 17th; Prerequisites: Craft Rod, Aid Spell; Cost: 3,000 shillings (lesser), 11,000 shillings (normal), 24,500 shillings (greater); Cost to Create: 1,500 shillings + 120 experience points (lesser), 5,500 shillings + 440 experience points (normal), 12,250 shillings + 980 experience points (greater). Weight: 5 lbs.

Metamagic, Bane Lattice: The wielder can cast up to three spells per day that are bane to a specified creature type as though using the Bane Lattice feat.
  Aura: Strong (no school); Caster Level: 17th; Prerequisites: Craft Rod, Bane Lattice; Cost: 3,000 shillings (lesser), 11,000 shillings (normal), 24,500 shillings (greater); Cost to Create: 1,500 shillings + 120 experience points (lesser), 5,500 shillings + 440 experience points (normal), 12,250 shillings + 980 experience points (greater). Weight: 5 lbs.

Metamagic, Blighted: The wielder can cast up to three spells per day that are blighted as though using the Blighted Spell feat. This rod bestows one negative level on any good creature attempting to wield it. The negative level remains as long as the rod is in hand and disappears when the rod is no longer wielded. This negative level never results in actual level loss, but it cannot be overcome in any way (including restoration spells) while the rod is wielded.
  Aura: Strong (no school)[evil]; Caster Level: 17th; Prerequisites: Craft Rod, Blighted Spell, creator must be evil; Cost: 35,000 shillings (lesser), 75,500 shillings (normal), 170,000 shillings (greater); Cost to Create: 17,500 shillings + 1,400 experience points (lesser), 37,750 shillings + 3,020 experience points (normal), 85,000 shillings + 6,800 experience points (greater). Weight: 5 lbs.

Metamagic, Blistering Spell: The wielder can cast up to three fire spells per day that are blistering as though using the Blistering Spell feat.
  Aura: Strong (no school)[fire]; Caster Level: 17th; Prerequisites: Craft Rod, Blistering Spell; Cost: 3,000 shillings (lesser), 11,000 shillings (normal), 24,500 shillings (greater); Cost to Create: 1,500 shillings + 120 experience points (lesser), 5,500 shillings + 440 experience points (normal), 12,250 shillings + 980 experience points (greater). Weight: 5 lbs.

Metamagic, Bounce: The wielder can cast up to three spells per day that can bounce as though using the Bounce Spell feat.
  Aura: Strong (no school); Caster Level: 17th; Prerequisites: Craft Rod, Bounce Spell; Cost: 9,000 shillings (lesser), 32,500 shillings (normal), 73,000 shillings (greater); Cost to Create: 4,500 shillings + 360 experience points (lesser), 16,250 shillings + 1,300 experience points (normal), 36,500 shillings + 2,920 experience points (greater). Weight: 5 lbs.

Metamagic, Braid: The wielder can cast up to three pairs of spells per day that are braided as though using the Braid Spell feat.
  Aura: Strong (no school); Caster Level: 17th; Prerequisites: Craft Rod, Braid Spell; Cost: 9,000 shillings (lesser), 32,500 shillings (normal), 73,000 shillings (greater); Cost to Create: 4,500 shillings + 360 experience points (lesser), 16,250 shillings + 1,300 experience points (normal), 36,500 shillings + 2,920 experience points (greater). Weight: 5 lbs.

Metamagic, Chaos Lattice: The wielder can cast up to three spells per day that are infused with chaotic energy as though using the Chaos Lattice feat. This rod bestows one negative level on any lawful creature attempting to wield it. The negative level remains as long as the rod is in hand and disappears when the rod is no longer wielded. This negative level never results in actual level loss, but it cannot be overcome in any way (including restoration spells) while the rod is wielded.
  Aura: Strong (no school)[chaotic]; Caster Level: 17th; Prerequisites: Craft Rod, Chaos Lattice, creator must be chaotic; Cost: 3,000 shillings (lesser), 11,000 shillings (normal), 24,500 shillings (greater); Cost to Create: 1,500 shillings + 120 experience points (lesser), 5,500 shillings + 440 experience points (normal), 12,250 shillings + 980 experience points (greater). Weight: 5 lbs.

Metamagic, Chaining: The wielder can cast up to three single target spells per day that arc to secondary targets as though using the Chain Spell feat.
  Aura: Strong (no school); Caster Level: 17th; Prerequisites: Craft Rod, Chain Spell; Cost: 14,000 shillings (lesser), 54,000 shillings (normal), 121,500 shillings (greater); Cost to Create: 7,000 shillings + 560 experience points (lesser), 27,000 shillings + 2,160 experience points (normal), 60,750 shillings + 4,860 experience points (greater). Weight: 5 lbs.

Metamagic, City: The wielder can cast up to three damage dealing energy spells per day that are infused with the spirit of the city as though using the City Magic feat.
  Aura: Strong (no school); Caster Level: 17th; Prerequisites: Craft Rod, City Magic; Cost: 2,700 shillings (lesser), 10,500 shillings (normal), 24,300 shillings (greater); Cost to Create: 1,350 shillings + 108 experience points (lesser), 5,250 shillings + 420 experience points (normal), 12,150 shillings + 972 experience points (greater). Weight: 5 lbs.

Metamagic, Coercive: The wielder can cast up to three damage dealing spells per day that are coercive as though using the Coercive Spell feat.
  Aura: Strong (no school); Caster Level: 17th; Prerequisites: Craft Rod, Coercive Spell; Cost: 2,700 shillings (lesser), 10,500 shillings (normal), 24,300 shillings (greater); Cost to Create: 1,350 shillings + 108 experience points (lesser), 5,250 shillings + 420 experience points (normal), 12,150 shillings + 972 experience points (greater). Weight: 5 lbs.

Metamagic, Colorize: The wielder can cast up to three spells per day that are colored as though using the Colorize Spell feat.
  Aura: Strong illusion; Caster Level: 17th; Prerequisites: Craft Rod, Colorize Spell; Cost: 2,700 shillings (lesser), 10,500 shillings (normal), 24,300 shillings (greater); Cost to Create: 1,350 shillings + 108 experience points (lesser), 5,250 shillings + 420 experience points (normal), 12,150 shillings + 972 experience points (greater). Weight: 5 lbs.

Metamagic, Compress: The wielder can cast up to three damage dealing spells with an area expressed as a radius per day that are compressed as though using the Compress Spell feat.
  Aura: Strong (no school); Caster Level: 17th; Prerequisites: Craft Rod, Braid Spell; Cost: 9,000 shillings (lesser), 32,500 shillings (normal), 73,000 shillings (greater); Cost to Create: 4,500 shillings + 360 experience points (lesser), 16,250 shillings + 1,300 experience points (normal), 36,500 shillings + 2,920 experience points (greater). Weight: 5 lbs.

Metamagic, Cone Control: The wielder can cast up to three spells per day with an area of cone as though using the Cone Control feat.
  Aura: Strong (no school); Caster Level: 17th; Prerequisites: Craft Rod, Cone Control; Cost: 3,000 shillings (lesser), 11,000 shillings (normal), 24,500 shillings (greater); Cost to Create: 1,500 shillings + 120 experience points (lesser), 5,500 shillings + 440 experience points (normal), 12,250 shillings + 980 experience points (greater). Weight: 5 lbs.

Metamagic, Consecrate: The wielder can cast up to three spells per day that are coonsecrated as though using the Consecrate Spell feat. This rod bestows one negative level on any evil creature attempting to wield it. The negative level remains as long as the rod is in hand and disappears when the rod is no longer wielded. This negative level never results in actual level loss, but it cannot be overcome in any way (including restoration spells) while the rod is wielded.
  Aura: Strong (no school)[good]; Caster Level: 17th; Prerequisites: Craft Rod, Consecrate Spell, creator must be evil; Cost: 3,000 shillings (lesser), 11,000 shillings (normal), 24,500 shillings (greater); Cost to Create: 1,500 shillings + 120 experience points (lesser), 5,500 shillings + 440 experience points (normal), 12,250 shillings + 980 experience points (greater). Weight: 5 lbs.

Metamagic, Corrupt: The wielder can cast up to three spells per day that are corrupted as though using the Corrupt Spell feat. This rod bestows one negative level on any good creature attempting to wield it. The negative level remains as long as the rod is in hand and disappears when the rod is no longer wielded. This negative level never results in actual level loss, but it cannot be overcome in any way (including restoration spells) while the rod is wielded.
  Aura: Strong (no school)[evil]; Caster Level: 17th; Prerequisites: Craft Rod, Corrupt Spell, creator must be evil; Cost: 3,000 shillings (lesser), 11,000 shillings (normal), 24,500 shillings (greater); Cost to Create: 1,500 shillings + 120 experience points (lesser), 5,500 shillings + 440 experience points (normal), 12,250 shillings + 980 experience points (greater). Weight: 5 lbs.

Metamagic, Deafening: The wielder can cast up to three spells per day that are deafening as though using the Deafening Spell feat.
  Aura: Strong (no school); Caster Level: 17th; Prerequisites: Craft Rod, Deafening Spell; Cost: 3,000 shillings (lesser), 11,000 shillings (normal), 24,500 shillings (greater); Cost to Create: 1,500 shillings + 120 experience points (lesser), 5,500 shillings + 440 experience points (normal), 12,250 shillings + 980 experience points (greater). Weight: 5 lbs.

Metamagic, Deceptive: The wielder can cast up to three spells per day that are deceptive as though using the Deceptive Spell feat.
  Aura: Strong (no school); Caster Level: 17th; Prerequisites: Craft Rod, Deceptive Spell; Cost: 2,700 shillings (lesser), 10,500 shillings (normal), 24,300 shillings (greater); Cost to Create: 1,350 shillings + 108 experience points (lesser), 5,250 shillings + 420 experience points (normal), 12,150 shillings + 972 experience points (greater). Weight: 5 lbs.

Metamagic, Delay: The wielder can cast up to three spells per day that are delayed as though using the Delay Spell feat.
  Aura: Strong (no school); Caster Level: 17th; Prerequisites: Craft Rod, Delay Spell; Cost: 14,000 shillings (lesser), 54,000 shillings (normal), 121,500 shillings (greater); Cost to Create: 7,000 shillings + 560 experience points (lesser), 27,000 shillings + 2,160 experience points (normal), 60,750 shillings + 4,860 experience points (greater). Weight: 5 lbs.

Metamagic, Dictum Lattice: The wielder can cast up to three spells per day that are infused with lawful energy as though using the Dictum Lattice feat. This rod bestows one negative level on any chaotic creature attempting to wield it. The negative level remains as long as the rod is in hand and disappears when the rod is no longer wielded. This negative level never results in actual level loss, but it cannot be overcome in any way (including restoration spells) while the rod is wielded.
  Aura: Strong (no school)[lawful]; Caster Level: 17th; Prerequisites: Craft Rod, Dictum Lattice, creator must be lawful; Cost: 3,000 shillings (lesser), 11,000 shillings (normal), 24,500 shillings (greater); Cost to Create: 1,500 shillings + 120 experience points (lesser), 5,500 shillings + 440 experience points (normal), 12,250 shillings + 980 experience points (greater). Weight: 5 lbs.

Metamagic, Disrupting: The wielder can cast up to three spells per day that are disrupting as though using the Disrupting Spell feat.
  Aura: Strong (no school); Caster Level: 17th; Prerequisites: Craft Rod, Disrupting Spell; Cost: 9,000 shillings (lesser), 32,500 shillings (normal), 73,000 shillings (greater); Cost to Create: 4,500 shillings + 360 experience points (lesser), 16,250 shillings + 1,300 experience points (normal), 36,500 shillings + 2,920 experience points (greater). Weight: 5 lbs.

Metamagic, Divine Lattice: The wielder can cast up to three spells per day that are infused with living energy as though using the Divine Lattice feat. This rod bestows one negative level on any undead creature attempting to wield it. The negative level remains as long as the rod is in hand and disappears when the rod is no longer wielded. This negative level never results in actual level loss, but it cannot be overcome in any way (including restoration spells) while the rod is wielded.
  Aura: Strong (no school); Caster Level: 17th; Prerequisites: Craft Rod, Divine Lattice, creator must be good; Cost: 3,000 shillings (lesser), 11,000 shillings (normal), 24,500 shillings (greater); Cost to Create: 1,500 shillings + 120 experience points (lesser), 5,500 shillings + 440 experience points (normal), 12,250 shillings + 980 experience points (greater). Weight: 5 lbs.

Metamagic, Earthbound: The wielder can cast up to three spells per day that are earthbound as though using the Earthbound Spell feat.
  Aura: Strong (no school); Caster Level: 17th; Prerequisites: Craft Rod, Earthbound Spell; Cost: 9,000 shillings (lesser), 32,500 shillings (normal), 73,000 shillings (greater); Cost to Create: 4,500 shillings + 360 experience points (lesser), 16,250 shillings + 1,300 experience points (normal), 36,500 shillings + 2,920 experience points (greater). Weight: 5 lbs.

Metamagic, Echoing: The wielder can cast up to three spells per day that echo as though using the Echoing Spell feat.
  Aura: Strong (no school); Caster Level: 17th; Prerequisites: Craft Rod, Echoing Spell; Cost: 14,000 shillings (lesser), 54,000 shillings (normal), 121,500 shillings (greater); Cost to Create: 7,000 shillings + 560 experience points (lesser), 27,000 shillings + 2,160 experience points (normal), 60,750 shillings + 4,860 experience points (greater). Weight: 5 lbs.

Metamagic, Elemental Independence: The wielder can cast up to three damage dealing elemental energy spells per day without the applicable elemental descriptor as though using the Elemental Independence feat.
  Aura: Strong (no school); Caster Level: 17th; Prerequisites: Craft Rod, Elemental Independence; Cost: 9,000 shillings (lesser), 32,500 shillings (normal), 73,000 shillings (greater); Cost to Create: 4,500 shillings + 360 experience points (lesser), 16,250 shillings + 1,300 experience points (normal), 36,500 shillings + 2,920 experience points (greater). Weight: 5 lbs.

Metamagic, Elemental Lattice: The wielder can cast up to three damage dealing spells per day without the applicable elemental descriptor as though using the Elemental Lattice feat.
  Aura: Strong (no school); Caster Level: 17th; Prerequisites: Craft Rod, Elemental Lattice; Cost: 9,000 shillings (lesser), 32,500 shillings (normal), 73,000 shillings (greater); Cost to Create: 4,500 shillings + 360 experience points (lesser), 16,250 shillings + 1,300 experience points (normal), 36,500 shillings + 2,920 experience points (greater). Weight: 5 lbs.

Metamagic, Empower: The wielder can cast up to three spells per day that are empowered as though using the Empower Spell feat.
  Aura: Strong (no school); Caster Level: 17th; Prerequisites: Craft Rod, Empower Spell; Cost: 9,000 shillings (lesser), 32,500 shillings (normal), 73,000 shillings (greater); Cost to Create: 4,500 shillings + 360 experience points (lesser), 16,250 shillings + 1,300 experience points (normal), 36,500 shillings + 2,920 experience points (greater). Weight: 5 lbs.

Metamagic, Encompass: The wielder can cast up to three spells per day that have their area of effect increased as though using the Encompass Spell feat.
  Aura: Strong (no school); Caster Level: 17th; Prerequisites: Craft Rod, Encompass Spell; Cost: 3,000 shillings (lesser), 11,000 shillings (normal), 24,500 shillings (greater); Cost to Create: 1,500 shillings + 120 experience points (lesser), 5,500 shillings + 440 experience points (normal), 12,250 shillings + 980 experience points (greater). Weight: 5 lbs.

Metamagic, Enduring: The wielder can cast up to three spells per day that have their duration increased as though using the Enduring Spell feat.
  Aura: Strong (no school); Caster Level: 17th; Prerequisites: Craft Rod, Enduring Spell; Cost: 9,000 shillings (lesser), 32,500 shillings (normal), 73,000 shillings (greater); Cost to Create: 4,500 shillings + 360 experience points (lesser), 16,250 shillings + 1,300 experience points (normal), 36,500 shillings + 2,920 experience points (greater). Weight: 5 lbs.

Metamagic, Energizing: The wielder can cast up to three spells per day that are infused with positive energy as though using the Energize Spell feat. This rod bestows one negative level on any evil or undead creature attempting to wield it. The negative level remains as long as the rod is in hand and disappears when the rod is no longer wielded. This negative level never results in actual level loss, but it cannot be overcome in any way (including restoration spells) while the rod is wielded. In addition, this rod simply does not function for any undead creature or caster who has the ability to rebuke or command undead. In their hands, it is just a fancy stick.
  Aura: Strong (no school); Caster Level: 17th; Prerequisites: Craft Rod, Energize Spell, creator must be able to turn undead; Cost: 3,000 shillings (lesser), 11,000 shillings (normal), 24,500 shillings (greater); Cost to Create: 1,500 shillings + 120 experience points (lesser), 5,500 shillings + 440 experience points (normal), 12,250 shillings + 980 experience points (greater). Weight: 5 lbs.

Metamagic, Enhancing: The wielder can cast up to three spells per day that are enhanced as though using the Enhance Spell feat.
  Aura: Strong (no school); Caster Level: 17th; Prerequisites: Craft Rod, Enhance Spell; Cost: 35,000 shillings (lesser), 75,500 shillings (normal), 170,000 shillings (greater); Cost to Create: 17,500 shillings + 1,400 experience points (lesser), 37,750 shillings + 3,020 experience points (normal), 85,000 shillings + 6,800 experience points (greater). Weight: 5 lbs.

Metamagic, Enlarge: The wielder can cast up to three spells per day that have their range doubled as though using the Enlarge Spell feat.
  Aura: Strong (no school); Caster Level: 17th; Prerequisites: Craft Rod, Enlarge Spell; Cost: 3,000 shillings (lesser), 11,000 shillings (normal), 24,500 shillings (greater); Cost to Create: 1,500 shillings + 120 experience points (lesser), 5,500 shillings + 440 experience points (normal), 12,250 shillings + 980 experience points (greater). Weight: 5 lbs.

Metamagic, Ennervating: The wielder can cast up to three spells per day that are infused with negative energy as though using the Ennervate Spell feat. This rod bestows one negative level on any good creature attempting to wield it. The negative level remains as long as the rod is in hand and disappears when the rod is no longer wielded. This negative level never results in actual level loss, but it cannot be overcome in any way (including restoration spells) while the rod is wielded. In addition, this rod simply does not function for any caster who has the ability to turn undead. In their hands, it is just a fancy stick.
  Aura: Strong (no school); Caster Level: 17th; Prerequisites: Craft Rod, Ennervate Spell, creator must be able to rebuke undead; Cost: 9,000 shillings (lesser), 32,500 shillings (normal), 73,000 shillings (greater); Cost to Create: 4,500 shillings + 360 experience points (lesser), 16,250 shillings + 1,300 experience points (normal), 36,500 shillings + 2,920 experience points (greater). Weight: 5 lbs.

Metamagic, Entangling: The wielder can cast up to three instantaneous damage dealing energy spells per day that entangle foes as though using the Entangle Spell feat.
  Aura: Strong (no school); Caster Level: 17th; Prerequisites: Craft Rod, Entangling Spell; Cost: 9,000 shillings (lesser), 32,500 shillings (normal), 73,000 shillings (greater); Cost to Create: 4,500 shillings + 360 experience points (lesser), 16,250 shillings + 1,300 experience points (normal), 36,500 shillings + 2,920 experience points (greater). Weight: 5 lbs.

Metamagic, Exaggerate: The wielder can cast up to three spells per day that are exaggerated as though using the Exaggerate Spell feat.
  Aura: Strong (no school); Caster Level: 17th; Prerequisites: Craft Rod, Exaggerate Spell; Cost: 9,000 shillings (lesser), 32,500 shillings (normal), 73,000 shillings (greater); Cost to Create: 4,500 shillings + 360 experience points (lesser), 16,250 shillings + 1,300 experience points (normal), 36,500 shillings + 2,920 experience points (greater). Weight: 5 lbs.

Metamagic, Expand: The wielder can cast up to three spells per day that are expanded as though using the Expand Spell feat.
  Aura: Strong (no school); Caster Level: 17th; Prerequisites: Craft Rod, Expand Spell; Cost: 35,000 shillings (lesser), 75,500 shillings (normal), 170,000 shillings (greater); Cost to Create: 17,500 shillings + 1,400 experience points (lesser), 37,750 shillings + 3,020 experience points (normal), 85,000 shillings + 6,800 experience points (greater). Weight: 5 lbs.

Metamagic, Explosive: The wielder can cast up to three area spells per day that are explosive as though using the Explosive Spell feat.
  Aura: Strong (no school); Caster Level: 17th; Prerequisites: Craft Rod, Explosive Spell; Cost: 9,000 shillings (lesser), 32,500 shillings (normal), 73,000 shillings (greater); Cost to Create: 4,500 shillings + 360 experience points (lesser), 16,250 shillings + 1,300 experience points (normal), 36,500 shillings + 2,920 experience points (greater). Weight: 5 lbs.

Metamagic, Extend: The wielder can cast up to three spells per day that have their durations doubled as though using the Extend Spell feat.
  Aura: Strong (no school); Caster Level: 17th; Prerequisites: Craft Rod, Enlarge Spell; Cost: 3,000 shillings (lesser), 11,000 shillings (normal), 24,500 shillings (greater); Cost to Create: 1,500 shillings + 120 experience points (lesser), 5,500 shillings + 440 experience points (normal), 12,250 shillings + 980 experience points (greater). Weight: 5 lbs.

Metamagic, Fell Animating: The wielder can cast up to three spells per day that animate any foes they slay as though using the Fell Animate feat. This rod bestows one negative level on any good creature attempting to wield it. The negative level remains as long as the rod is in hand and disappears when the rod is no longer wielded. This negative level never results in actual level loss, but it cannot be overcome in any way (including restoration spells) while the rod is wielded.
  Aura: Strong (no school); Caster Level: 17th; Prerequisites: Craft Rod, Fell Animate; Cost: 14,000 shillings (lesser), 54,000 shillings (normal), 121,500 shillings (greater); Cost to Create: 7,000 shillings + 560 experience points (lesser), 27,000 shillings + 2,160 experience points (normal), 60,750 shillings + 4,860 experience points (greater). Weight: 5 lbs.

Metamagic, Fell Draining: The wielder can cast up to three spells per day that are draining as though using the Fell Drain feat. This rod bestows one negative level on any good creature attempting to wield it. The negative level remains as long as the rod is in hand and disappears when the rod is no longer wielded. This negative level never results in actual level loss, but it cannot be overcome in any way (including restoration spells) while the rod is wielded.
  Aura: Strong (no school); Caster Level: 17th; Prerequisites: Craft Rod, Fell Drain; Cost: 9,000 shillings (lesser), 32,500 shillings (normal), 73,000 shillings (greater); Cost to Create: 4,500 shillings + 360 experience points (lesser), 16,250 shillings + 1,300 experience points (normal), 36,500 shillings + 2,920 experience points (greater). Weight: 5 lbs.

Metamagic, Fell Energy Spell: The wielder can cast up to three spells per day that are enhanced with fell energy as though using the Fell Energy Spell feat. This rod bestows one negative level on any good creature attempting to wield it. The negative level remains as long as the rod is in hand and disappears when the rod is no longer wielded. This negative level never results in actual level loss, but it cannot be overcome in any way (including restoration spells) while the rod is wielded.
  Aura: Strong (no school); Caster Level: 17th; Prerequisites: Craft Rod, Fell Energy Spell; Cost: 3,000 shillings (lesser), 11,000 shillings (normal), 24,500 shillings (greater); Cost to Create: 1,500 shillings + 120 experience points (lesser), 5,500 shillings + 440 experience points (normal), 12,250 shillings + 980 experience points (greater). Weight: 5 lbs.

Metamagic, Fell Frightening: The wielder can cast up to three spells per day that are frightening as though using the Fell Frighten feat. This rod bestows one negative level on any good creature attempting to wield it. The negative level remains as long as the rod is in hand and disappears when the rod is no longer wielded. This negative level never results in actual level loss, but it cannot be overcome in any way (including restoration spells) while the rod is wielded.
  Aura: Strong (no school); Caster Level: 17th; Prerequisites: Craft Rod, Fell Frighten; Cost: 9,000 shillings (lesser), 32,500 shillings (normal), 73,000 shillings (greater); Cost to Create: 4,500 shillings + 360 experience points (lesser), 16,250 shillings + 1,300 experience points (normal), 36,500 shillings + 2,920 experience points (greater). Weight: 5 lbs.

Metamagic, Fell Weakening: The wielder can cast up to three spells per day that are weakening as though using the Fell Weaken feat. This rod bestows one negative level on any good creature attempting to wield it. The negative level remains as long as the rod is in hand and disappears when the rod is no longer wielded. This negative level never results in actual level loss, but it cannot be overcome in any way (including restoration spells) while the rod is wielded.
  Aura: Strong (no school); Caster Level: 17th; Prerequisites: Craft Rod, Fell Weaken; Cost: 3,000 shillings (lesser), 11,000 shillings (normal), 24,500 shillings (greater); Cost to Create: 1,500 shillings + 120 experience points (lesser), 5,500 shillings + 440 experience points (normal), 12,250 shillings + 980 experience points (greater). Weight: 5 lbs.

Metamagic, Fiery: The wielder can cast up to three fire spells per day that deal enhanced fire damage as though using the Fiery Spell feat.
  Aura: Strong (no school)[fire]; Caster Level: 17th; Prerequisites: Craft Rod, Fiery Spell; Cost: 3,000 shillings (lesser), 11,000 shillings (normal), 24,500 shillings (greater); Cost to Create: 1,500 shillings + 120 experience points (lesser), 5,500 shillings + 440 experience points (normal), 12,250 shillings + 980 experience points (greater). Weight: 5 lbs.

Metamagic, Flame Lattice: The wielder can cast up to three spells per day that are enhanced with fire as though using the Flame Lattice feat.
  Aura: Strong (no school)[fire]; Caster Level: 17th; Prerequisites: Craft Rod, Flame Lattice; Cost: 3,000 shillings (lesser), 11,000 shillings (normal), 24,500 shillings (greater); Cost to Create: 1,500 shillings + 120 experience points (lesser), 5,500 shillings + 440 experience points (normal), 12,250 shillings + 980 experience points (greater). Weight: 5 lbs.

Metamagic, Flash Frost: The wielder can cast up to three cold spells per day that are enhanced with cold as though using the Flash Frost Spell feat.
  Aura: Strong (no school)[cold]; Caster Level: 17th; Prerequisites: Craft Rod, Flash Frost Spell; Cost: 3,000 shillings (lesser), 11,000 shillings (normal), 24,500 shillings (greater); Cost to Create: 1,500 shillings + 120 experience points (lesser), 5,500 shillings + 440 experience points (normal), 12,250 shillings + 980 experience points (greater). Weight: 5 lbs.

Metamagic, Fortify I: The wielder can fortify spells by up to 3 total levels per day to increase their spell penetration as though using the Fortify Spell feat. No single spell can be fortified by more than 1 level using this rod.
  Aura: Strong (no school); Caster Level: 17th; Prerequisites: Craft Rod, Fortify Spell; Cost: 3,000 shillings (lesser), 11,000 shillings (normal), 24,500 shillings (greater); Cost to Create: 1,500 shillings + 120 experience points (lesser), 5,500 shillings + 440 experience points (normal), 12,250 shillings + 980 experience points (greater). Weight: 5 lbs.

Metamagic, Fortify II: The wielder can fortify spells by up to 6 total levels per day to increase their spell penetration as though using the Fortify Spell feat. No single spell can be fortified by more than 2 levels using this rod.
  Aura: Strong (no school); Caster Level: 17th; Prerequisites: Craft Rod, Fortify Spell; Cost: 9,000 shillings (lesser), 32,500 shillings (normal), 73,000 shillings (greater); Cost to Create: 4,500 shillings + 360 experience points (lesser), 16,250 shillings + 1,300 experience points (normal), 36,500 shillings + 2,920 experience points (greater). Weight: 5 lbs.

Metamagic, Fortify III: The wielder can fortify spells by up to 9 total levels per day to increase their spell penetration as though using the Fortify Spell feat. No single spell can be fortified by more than 3 levels using this rod.
  Aura: Strong (no school); Caster Level: 17th; Prerequisites: Craft Rod, Fortify Spell; Cost: 14,000 shillings (lesser), 54,000 shillings (normal), 121,500 shillings (greater); Cost to Create: 7,000 shillings + 560 experience points (lesser), 27,000 shillings + 2,160 experience points (normal), 60,750 shillings + 4,860 experience points (greater). Weight: 5 lbs.

Metamagic, Fortify IV: The wielder can fortify spells by up to 12 total levels per day to increase their spell penetration as though using the Fortify Spell feat. No single spell can be fortified by more than 4 levels using this rod.
  Aura: Strong (no school); Caster Level: 17th; Prerequisites: Craft Rod, Fortify Spell; Cost: 35,000 shillings (lesser), 75,500 shillings (normal), 170,000 shillings (greater); Cost to Create: 17,500 shillings + 1,400 experience points (lesser), 37,750 shillings + 3,020 experience points (normal), 85,000 shillings + 6,800 experience points (greater). Weight: 5 lbs.

Metamagic, Ghost: The wielder can cast up to three spells per day that are ghosted as though using the Ghost Spell feat.
  Aura: Strong (no school); Caster Level: 17th; Prerequisites: Craft Rod, Ghost Spell; Cost: 3,000 shillings (lesser), 11,000 shillings (normal), 24,500 shillings (greater); Cost to Create: 1,500 shillings + 120 experience points (lesser), 5,500 shillings + 440 experience points (normal), 12,250 shillings + 980 experience points (greater). Weight: 5 lbs.

Metamagic, Ghost-Touch: The wielder can cast up to three damaging spells per day that only affect ghosts as though using the Ghost-Touch Spell feat.
  Aura: Strong (no school); Caster Level: 17th; Prerequisites: Craft Rod, Ghost-Touch Spell; Cost: 2,700 shillings (lesser), 10,500 shillings (normal), 24,300 shillings (greater); Cost to Create: 1,350 shillings + 108 experience points (lesser), 5,250 shillings + 420 experience points (normal), 12,150 shillings + 972 experience points (greater). Weight: 5 lbs.

Metamagic, Grow: The wielder can cast up to three spells per day that are grown as though using the Grow Spell feat.
  Aura: Strong (no school); Caster Level: 17th; Prerequisites: Craft Rod, Grow Spell; Cost: 9,000 shillings (lesser), 32,500 shillings (normal), 73,000 shillings (greater); Cost to Create: 4,500 shillings + 360 experience points (lesser), 16,250 shillings + 1,300 experience points (normal), 36,500 shillings + 2,920 experience points (greater). Weight: 5 lbs.

Metamagic, Guided: The wielder can cast up to spells per day that are guided as though using the Guided Spell feat.
  Aura: Strong (no school); Caster Level: 17th; Prerequisites: Craft Rod, Guided Spell; Cost: 14,000 shillings (lesser), 54,000 shillings (normal), 121,500 shillings (greater); Cost to Create: 7,000 shillings + 560 experience points (lesser), 27,000 shillings + 2,160 experience points (normal), 60,750 shillings + 4,860 experience points (greater). Weight: 5 lbs.

Metamagic, Hidden: The wielder can cast up to three spells per day that are hidden as though using the Hidden Spell feat.
  Aura: Strong evocation; Caster Level: 17th; Prerequisites: Craft Rod, Hidden Spell; Cost: 3,000 shillings (lesser), 11,000 shillings (normal), 24,500 shillings (greater); Cost to Create: 1,500 shillings + 120 experience points (lesser), 5,500 shillings + 440 experience points (normal), 12,250 shillings + 980 experience points (greater). Weight: 5 lbs.

Metamagic, Hide: The wielder can cast up to three evocation spells per day that are inaudible and invisible as though using the Hide Spell feat.
  Aura: Strong evocation; Caster Level: 17th; Prerequisites: Craft Rod, Hide Spell; Cost: 3,000 shillings (lesser), 11,000 shillings (normal), 24,500 shillings (greater); Cost to Create: 1,500 shillings + 120 experience points (lesser), 5,500 shillings + 440 experience points (normal), 12,250 shillings + 980 experience points (greater). Weight: 5 lbs.

Metamagic, Holy Lattice: The wielder can cast up to three spells per day that are infused with holy energy as though using the Holy Lattice feat. This rod bestows one negative level on any evil creature attempting to wield it. The negative level remains as long as the rod is in hand and disappears when the rod is no longer wielded. This negative level never results in actual level loss, but it cannot be overcome in any way (including restoration spells) while the rod is wielded.
  Aura: Strong (no school)[good]; Caster Level: 17th; Prerequisites: Craft Rod, Holy Lattice, creator must be chaotic; Cost: 3,000 shillings (lesser), 11,000 shillings (normal), 24,500 shillings (greater); Cost to Create: 1,500 shillings + 120 experience points (lesser), 5,500 shillings + 440 experience points (normal), 12,250 shillings + 980 experience points (greater). Weight: 5 lbs.

Metamagic, Ice Lattice: The wielder can cast up to three spells per day that are enhanced with cold as though using the Ice Lattice feat.
  Aura: Strong (no school)[cold]; Caster Level: 17th; Prerequisites: Craft Rod, Ice Lattice; Cost: 3,000 shillings (lesser), 11,000 shillings (normal), 24,500 shillings (greater); Cost to Create: 1,500 shillings + 120 experience points (lesser), 5,500 shillings + 440 experience points (normal), 12,250 shillings + 980 experience points (greater). Weight: 5 lbs.

Metamagic, Imbue Summoning: The wielder can cast up to three summoning spells per day that are imbued as though using the Imbued Summoning feat.
  Aura: Strong (no school); Caster Level: 17th; Prerequisites: Craft Rod, Imbued Summoning; Cost: 3,000 shillings (lesser), 11,000 shillings (normal), 24,500 shillings (greater); Cost to Create: 1,500 shillings + 120 experience points (lesser), 5,500 shillings + 440 experience points (normal), 12,250 shillings + 980 experience points (greater). Weight: 5 lbs.

Metamagic, Imbue Weapon: This rod acts as a +1 heavy mace. In addition, the wielder can cast up to three touch spells per day that can delivered through a melee weapon as though using the Imbue Weapon feat.
  Aura: Strong (no school); Caster Level: 17th; Prerequisites: Craft Rod, Imbue Weapon; Cost: 6,812 shillings (lesser), 18,812 shillings (normal), 39,062 shillings (greater); Cost to Create: 3,562 shillings + 260 experience points (lesser), 9,562 shillings + 740 experience points (normal), 19,687 shillings + 1,550 experience points (greater). Weight: 8 lbs.

Metamagic, Improved Imbue Weapon: This "rod" usually takes the form of a +1 light crossbow. In addition, the wielder can cast up to three touch spells per day that can delivered through a ranged weapon as though using the Improved Imbue Weapon feat.
  Aura: Strong (no school); Caster Level: 17th; Prerequisites: Craft Rod, Improved Imbue Weapon; Cost: 6,835 shillings (lesser), 18,835 shillings (normal), 39,035 shillings (greater); Cost to Create: 3,585 shillings + 260 experience points (lesser), 9,585 shillings + 740 experience points (normal), 19,705 shillings + 1,550 experience points (greater). Weight: 8 lbs.

Metamagic, Invisible: The wielder can cast up to three spells per day that have no visual effects as though using the Invisible Spell feat.
  Aura: Strong (no school); Caster Level: 17th; Prerequisites: Craft Rod, Invisible Spell; Cost: 2,700 shillings (lesser), 10,500 shillings (normal), 24,300 shillings (greater); Cost to Create: 1,350 shillings + 108 experience points (lesser), 5,250 shillings + 420 experience points (normal), 12,150 shillings + 972 experience points (greater). Weight: 5 lbs.

Metamagic, Light Lattice: The wielder can cast up to three spells per day that are enhanced with daylight as though using the Light Lattice feat.
  Aura: Strong (evocation)[light]; Caster Level: 17th; Prerequisites: Craft Rod, Light Lattice; Cost: 3,000 shillings (lesser), 11,000 shillings (normal), 24,500 shillings (greater); Cost to Create: 1,500 shillings + 120 experience points (lesser), 5,500 shillings + 440 experience points (normal), 12,250 shillings + 980 experience points (greater). Weight: 5 lbs.

Metamagic, Lightning Lattice: The wielder can cast up to three damage dealing spells per day that are enhanced with electricity as though using the Lightning Lattice feat.
  Aura: Strong (no school)[electricity]; Caster Level: 17th; Prerequisites: Craft Rod, Lightning Lattice; Cost: 3,000 shillings (lesser), 11,000 shillings (normal), 24,500 shillings (greater); Cost to Create: 1,500 shillings + 120 experience points (lesser), 5,500 shillings + 440 experience points (normal), 12,250 shillings + 980 experience points (greater). Weight: 5 lbs.

Metamagic, Lingering: The wielder can cast up to three damage dealing energy spells per day that linger as though using the Lingering Spell feat.
  Aura: Strong (no school); Caster Level: 17th; Prerequisites: Craft Rod, Lingering Spell; Cost: 3,000 shillings (lesser), 11,000 shillings (normal), 24,500 shillings (greater); Cost to Create: 1,500 shillings + 120 experience points (lesser), 5,500 shillings + 440 experience points (normal), 12,250 shillings + 980 experience points (greater). Weight: 5 lbs.

Metamagic, Masked Signature: The wielder can cast up to three spells per day that have one aspect removed as though using the Mask Signature feat.
  Aura: Strong (no school); Caster Level: 17th; Prerequisites: Craft Rod, Mask Signature; Cost: 3,000 shillings (lesser), 11,000 shillings (normal), 24,500 shillings (greater); Cost to Create: 1,500 shillings + 120 experience points (lesser), 5,500 shillings + 440 experience points (normal), 12,250 shillings + 980 experience points (greater). Weight: 5 lbs.

Metamagic, Maximize: The wielder can cast up to spells per day that are maximized as though using the Maximize Spell feat.
  Aura: Strong (no school); Caster Level: 17th; Prerequisites: Craft Rod, Maximize Spell; Cost: 14,000 shillings (lesser), 54,000 shillings (normal), 121,500 shillings (greater); Cost to Create: 7,000 shillings + 560 experience points (lesser), 27,000 shillings + 2,160 experience points (normal), 60,750 shillings + 4,860 experience points (greater). Weight: 5 lbs.

Metamagic, Nonlethal Substitution: The wielder can cast up to three damage dealing spells per day of a particular energy type that are nonlethal as though using the Nonlethal Substitution feat. These rods come in five different varieties, each type coded to a different elemental energy (acid, cold, electricity, fire, or sonic). The wielder can only use the effects of this rod with spells of that particular energy type.
  Aura: Strong (no school)[acid, cold, electricity, fire, or sonic]; Caster Level: 17th; Prerequisites: Craft Rod, Nonlethal Substitution; Cost: 2,700 shillings (lesser), 10,500 shillings (normal), 24,300 shillings (greater); Cost to Create: 1,350 shillings + 108 experience points (lesser), 5,250 shillings + 420 experience points (normal), 12,150 shillings + 972 experience points (greater). Weight: 5 lbs.

Metamagic, Piercing Cold: The wielder can cast up to three cold spells per day that can deal damage to creature resistant or immune to cold as though using the Piercing Cold feat.
  Aura: Strong (no school)[cold]; Caster Level: 17th; Prerequisites: Craft Rod, Piercing Cold; Cost: 3,000 shillings (lesser), 11,000 shillings (normal), 24,500 shillings (greater); Cost to Create: 1,500 shillings + 120 experience points (lesser), 5,500 shillings + 440 experience points (normal), 12,250 shillings + 980 experience points (greater). Weight: 5 lbs.

Metamagic, Purify: The wielder can cast up to three spells per day that are purified as though using the Purify Spell feat. This rod bestows one negative level on any evil creature attempting to wield it. The negative level remains as long as the rod is in hand and disappears when the rod is no longer wielded. This negative level never results in actual level loss, but it cannot be overcome in any way (including restoration spells) while the rod is wielded.
  Aura: Strong (no school)[good]; Caster Level: 17th; Prerequisites: Craft Rod, Purify Spell, creator must be evil; Cost: 3,000 shillings (lesser), 11,000 shillings (normal), 24,500 shillings (greater); Cost to Create: 1,500 shillings + 120 experience points (lesser), 5,500 shillings + 440 experience points (normal), 12,250 shillings + 980 experience points (greater). Weight: 5 lbs.

Metamagic, Quicken: The wielder can cast up to three spells per day that are quickened as though using the Quicken Spell feat.
  Aura: Strong (no school); Caster Level: 17th; Prerequisites: Craft Rod, Quicken Spell; Cost: 35,000 shillings (lesser), 75,500 shillings (normal), 170,000 shillings (greater); Cost to Create: 17,500 shillings + 1,400 experience points (lesser), 37,750 shillings + 3,020 experience points (normal), 85,000 shillings + 6,800 experience points (greater). Weight: 5 lbs.

Metamagic, Rapid: The wielder can cast up to three spells per day that are rapid as though using the Rapid Spell feat.
  Aura: Strong (no school); Caster Level: 17th; Prerequisites: Craft Rod, Rapid Spell; Cost: 3,000 shillings (lesser), 11,000 shillings (normal), 24,500 shillings (greater); Cost to Create: 1,500 shillings + 120 experience points (lesser), 5,500 shillings + 440 experience points (normal), 12,250 shillings + 980 experience points (greater). Weight: 5 lbs.

Metamagic, Ray Chaining: The wielder can cast up to three cone or ray spells per day as rays that arc to secondary targets as though using the Chain Ray feat.
  Aura: Strong (no school); Caster Level: 17th; Prerequisites: Craft Rod, Chain Ray; Cost: 14,000 shillings (lesser), 54,000 shillings (normal), 121,500 shillings (greater); Cost to Create: 7,000 shillings + 560 experience points (lesser), 27,000 shillings + 2,160 experience points (normal), 60,750 shillings + 4,860 experience points (greater). Weight: 5 lbs.

Metamagic, Ray Splitting: The wielder can cast up to three ray spells per day that are split as though using the Split Ray feat.
  Aura: Strong (no school); Caster Level: 17th; Prerequisites: Craft Rod, Split Ray; Cost: 9,000 shillings (lesser), 32,500 shillings (normal), 73,000 shillings (greater); Cost to Create: 4,500 shillings + 360 experience points (lesser), 16,250 shillings + 1,300 experience points (normal), 36,500 shillings + 2,920 experience points (greater). Weight: 5 lbs.

Metamagic, Reach: The wielder can cast up to three touch spells per day as ranged touch spells as though using the Reach Spell feat.
  Aura: Strong (no school); Caster Level: 17th; Prerequisites: Craft Rod, Reach Spell; Cost: 9,000 shillings (lesser), 32,500 shillings (normal), 73,000 shillings (greater); Cost to Create: 4,500 shillings + 360 experience points (lesser), 16,250 shillings + 1,300 experience points (normal), 36,500 shillings + 2,920 experience points (greater). Weight: 5 lbs.

Metamagic, Ready: The wielder can cast up to three spells per day that are readied as though using the Ready Spell feat.
  Aura: Strong (no school); Caster Level: 17th; Prerequisites: Craft Rod, Ready Spell; Cost: 9,000 shillings (lesser), 32,500 shillings (normal), 73,000 shillings (greater); Cost to Create: 4,500 shillings + 360 experience points (lesser), 16,250 shillings + 1,300 experience points (normal), 36,500 shillings + 2,920 experience points (greater). Weight: 5 lbs.

Metamagic, Reaping: The wielder can cast up to three spells per day that are reaping as though using the Reaping Spell feat. This rod bestows one negative level on any good creature attempting to wield it. The negative level remains as long as the rod is in hand and disappears when the rod is no longer wielded. This negative level never results in actual level loss, but it cannot be overcome in any way (including restoration spells) while the rod is wielded.
  Aura: Strong (no school)[evil]; Caster Level: 17th; Prerequisites: Craft Rod, Reaping Spell, creator must be evil; Cost: 14,000 shillings (lesser), 54,000 shillings (normal), 121,500 shillings (greater); Cost to Create: 7,000 shillings + 560 experience points (lesser), 27,000 shillings + 2,160 experience points (normal), 60,750 shillings + 4,860 experience points (greater). Weight: 5 lbs.

Metamagic, Remote Cast: The wielder can cast up to three burst, emanation, or spread spells per day without needing line of sight as though using the Remote Casting feat.
  Aura: Strong (no school); Caster Level: 17th; Prerequisites: Craft Rod, Remote Casting; Cost: 9,000 shillings (lesser), 32,500 shillings (normal), 73,000 shillings (greater); Cost to Create: 4,500 shillings + 360 experience points (lesser), 16,250 shillings + 1,300 experience points (normal), 36,500 shillings + 2,920 experience points (greater). Weight: 5 lbs.

Metamagic, Repeat: The wielder can cast up to three spells per day that repeat as though using the Repeat Spell feat.
  Aura: Strong (no school); Caster Level: 17th; Prerequisites: Craft Rod, Repeat Spell; Cost: 14,000 shillings (lesser), 54,000 shillings (normal), 121,500 shillings (greater); Cost to Create: 7,000 shillings + 560 experience points (lesser), 27,000 shillings + 2,160 experience points (normal), 60,750 shillings + 4,860 experience points (greater). Weight: 5 lbs.

Metamagic, Restrain: The wielder can cast up to three spells per day as nonlethal spells as though using the Restrain Spell feat.
  Aura: Strong (no school); Caster Level: 17th; Prerequisites: Craft Rod, Restrain Spell; Cost: 3,000 shillings (lesser), 11,000 shillings (normal), 24,500 shillings (greater); Cost to Create: 1,500 shillings + 120 experience points (lesser), 5,500 shillings + 440 experience points (normal), 12,250 shillings + 980 experience points (greater). Weight: 5 lbs.

Metamagic, Retributive: The wielder can cast up to three spells per day as retributive spells as though using the Retributive Spell feat. Note: A character can only have a single Retributive Spell active at one time.
  Aura: Strong (no school); Caster Level: 17th; Prerequisites: Craft Rod, Retributive Spell; Cost: 3,000 shillings (lesser), 11,000 shillings (normal), 24,500 shillings (greater); Cost to Create: 1,500 shillings + 120 experience points (lesser), 5,500 shillings + 440 experience points (normal), 12,250 shillings + 980 experience points (greater). Weight: 5 lbs.

Metamagic, Sacred: The wielder can cast up to three divine spells per day that are sacred as though using the Sacred Spell feat. This metamagic rod only works for spellcasters who are modifying a divine spell.
  Aura: Strong (no school); Caster Level: 17th; Prerequisites: Craft Rod, Sacred Spell; Cost: 9,000 shillings (lesser), 32,500 shillings (normal), 73,000 shillings (greater); Cost to Create: 4,500 shillings + 360 experience points (lesser), 16,250 shillings + 1,300 experience points (normal), 36,500 shillings + 2,920 experience points (greater). Weight: 5 lbs.

Metamagic, Sanctum: The wielder can cast up to three spells per day that are enhanced within the caster's sanctum as though using the Sanctum Spell feat.
  Aura: Strong (no school); Caster Level: 17th; Prerequisites: Craft Rod, Sanctum Spell; Cost: 2,700 shillings (lesser), 10,500 shillings (normal), 24,300 shillings (greater); Cost to Create: 1,350 shillings + 108 experience points (lesser), 5,250 shillings + 420 experience points (normal), 12,150 shillings + 972 experience points (greater). Weight: 5 lbs.

Metamagic, Sculpting: The wielder can cast up to three spells per day with an altered area as though using the Sculpt Spell feat.
  Aura: Strong (no school); Caster Level: 17th; Prerequisites: Craft Rod, Sculpt Spell; Cost: 3,000 shillings (lesser), 11,000 shillings (normal), 24,500 shillings (greater); Cost to Create: 1,500 shillings + 120 experience points (lesser), 5,500 shillings + 440 experience points (normal), 12,250 shillings + 980 experience points (greater). Weight: 5 lbs.

Metamagic, Searing: The wielder can cast up to three fire spells per day that can deal damage to creature resistant or immune to fire as though using the Searing Spell feat.
  Aura: Strong (no school)[fire]; Caster Level: 17th; Prerequisites: Craft Rod, Searing Spell; Cost: 3,000 shillings (lesser), 11,000 shillings (normal), 24,500 shillings (greater); Cost to Create: 1,500 shillings + 120 experience points (lesser), 5,500 shillings + 440 experience points (normal), 12,250 shillings + 980 experience points (greater). Weight: 5 lbs.

Metamagic, Selective: The wielder can cast up to three area spells per day that are selective as though using the Selective Spell feat.
  Aura: Strong (no school); Caster Level: 17th; Prerequisites: Craft Rod, Selective Spell; Cost: 3,000 shillings (lesser), 11,000 shillings (normal), 24,500 shillings (greater); Cost to Create: 1,500 shillings + 120 experience points (lesser), 5,500 shillings + 440 experience points (normal), 12,250 shillings + 980 experience points (greater). Weight: 5 lbs.

Metamagic, Shunt Focus: The wielder can cast up to three personal spells per day as touch spells as though using the Shunt Focus feat.
  Aura: Strong (no school); Caster Level: 17th; Prerequisites: Craft Rod, Shunt Focus; Cost: 3,000 shillings (lesser), 11,000 shillings (normal), 24,500 shillings (greater); Cost to Create: 1,500 shillings + 120 experience points (lesser), 5,500 shillings + 440 experience points (normal), 12,250 shillings + 980 experience points (greater). Weight: 5 lbs.

Metamagic, Sicken: The wielder can cast up to three spells per day as sickened spells as though using the Sicken Spell feat.
  Aura: Strong (no school); Caster Level: 17th; Prerequisites: Craft Rod, Sicken Spell; Cost: 3,000 shillings (lesser), 11,000 shillings (normal), 24,500 shillings (greater); Cost to Create: 1,500 shillings + 120 experience points (lesser), 5,500 shillings + 440 experience points (normal), 12,250 shillings + 980 experience points (greater). Weight: 5 lbs.

Metamagic, Silent: The wielder can cast up to three spells per day without verbal components as though using the Silent Spell feat.
  Aura: Strong (no school); Caster Level: 17th; Prerequisites: Craft Rod, Silent Spell; Cost: 3,000 shillings (lesser), 11,000 shillings (normal), 24,500 shillings (greater); Cost to Create: 1,500 shillings + 120 experience points (lesser), 5,500 shillings + 440 experience points (normal), 12,250 shillings + 980 experience points (greater). Weight: 5 lbs.

Metamagic, Smiting: This rod acts as a +1 heavy mace. In addition, the wielder can cast up to three touch spells per day that can delivered through a melee weapon or piece of ammunition as though using the Smiting Spell feat.
  Aura: Strong (no school); Caster Level: 17th; Prerequisites: Craft Rod, Smiting Spell; Cost: 6,812 shillings (lesser), 18,812 shillings (normal), 39,062 shillings (greater); Cost to Create: 3,562 shillings + 260 experience points (lesser), 9,562 shillings + 740 experience points (normal), 19,687 shillings + 1,550 experience points (greater). Weight: 8 lbs.

Metamagic, Song of the Dead: The wielder can cast up to three mind-affecting spells per day that can affect undead as though using the Song of the Dead feat.
  Aura: Strong (no school); Caster Level: 17th; Prerequisites: Craft Rod, Song of the Dead; Cost: 3,000 shillings (lesser), 11,000 shillings (normal), 24,500 shillings (greater); Cost to Create: 1,500 shillings + 120 experience points (lesser), 5,500 shillings + 440 experience points (normal), 12,250 shillings + 980 experience points (greater). Weight: 5 lbs.

Metamagic, Still: The wielder can cast up to three spells per day without somatic components as though using the Still Spell feat.
  Aura: Strong (no school); Caster Level: 17th; Prerequisites: Craft Rod, Still Spell; Cost: 3,000 shillings (lesser), 11,000 shillings (normal), 24,500 shillings (greater); Cost to Create: 1,500 shillings + 120 experience points (lesser), 5,500 shillings + 440 experience points (normal), 12,250 shillings + 980 experience points (greater). Weight: 5 lbs.

Metamagic, Strafing: The wielder can cast up to three spells per day with an area of a line or cone as though using the Strafing Spell feat.
  Aura: Strong (no school); Caster Level: 17th; Prerequisites: Craft Rod, Strafing Spell; Cost: 3,000 shillings (lesser), 11,000 shillings (normal), 24,500 shillings (greater); Cost to Create: 1,500 shillings + 120 experience points (lesser), 5,500 shillings + 440 experience points (normal), 12,250 shillings + 980 experience points (greater). Weight: 5 lbs.

Metamagic, Submerged: The wielder can cast up to three spells per day so that they work underwater as though using the Submerged Spell feat.
  Aura: Strong (no school); Caster Level: 17th; Prerequisites: Craft Rod, Submerged Spell; Cost: 3,000 shillings (lesser), 11,000 shillings (normal), 24,500 shillings (greater); Cost to Create: 1,500 shillings + 120 experience points (lesser), 5,500 shillings + 440 experience points (normal), 12,250 shillings + 980 experience points (greater). Weight: 5 lbs.

Metamagic, Substitution: Four different types of these rods exist, each keyed to a different type of energy (acid, cold, electricity, or fire). The wielder can cast up to three spells per day as though using the appropriate Energy Substitution feat.
  Aura: Strong (no school)[acid, cold, electricity, or fire]; Caster Level: 17th; Prerequisites: Craft Rod, Energy Substitution; Cost: 2,700 shillings (lesser), 10,500 shillings (normal), 24,300 shillings (greater); Cost to Create: 1,350 shillings + 108 experience points (lesser), 5,250 shillings + 420 experience points (normal), 12,150 shillings + 972 experience points (greater). Weight: 5 lbs.

Metamagic, Superior Divine Lattice: The wielder can cast up to three damage dealing spells per day that deal additional damage to evil outsiders and undead as though using the Superior Divine Lattice feat. This rod bestows one negative level on any evil creature attempting to wield it. The negative level remains as long as the rod is in hand and disappears when the rod is no longer wielded. This negative level never results in actual level loss, but it cannot be overcome in any way (including restoration spells) while the rod is wielded.
  Aura: Strong (no school)[good]; Caster Level: 17th; Prerequisites: Craft Rod, Superior Divine Lattice, creator must be good; Cost: 9,000 shillings (lesser), 32,500 shillings (normal), 73,000 shillings (greater); Cost to Create: 4,500 shillings + 360 experience points (lesser), 16,250 shillings + 1,300 experience points (normal), 36,500 shillings + 2,920 experience points (greater). Weight: 5 lbs.

Metamagic, Three Thunders: The wielder can cast up to three spells per day that are of the three thunders as though using the Born of the Three Thunders feat. After using this metamagic rod, the wielder is dazed for 1 round.
  Aura: Strong (no school)[electricity and sonic]; Caster Level: 17th; Prerequisites: Craft Rod, Born of the Three Thunders; Cost: 2,700 shillings (lesser), 10,500 shillings (normal), 24,300 shillings (greater); Cost to Create: 1,350 shillings + 108 experience points (lesser), 5,250 shillings + 420 experience points (normal), 12,150 shillings + 972 experience points (greater). Weight: 5 lbs.

Metamagic, Thunder Lattice: The wielder can cast up to three damage dealing spells per day that are enhanced with sonic as though using the Thunder Lattice feat.
  Aura: Strong (no school)[sonic]; Caster Level: 17th; Prerequisites: Craft Rod, Thunder Lattice; Cost: 3,000 shillings (lesser), 11,000 shillings (normal), 24,500 shillings (greater); Cost to Create: 1,500 shillings + 120 experience points (lesser), 5,500 shillings + 440 experience points (normal), 12,250 shillings + 980 experience points (greater). Weight: 5 lbs.

Metamagic, Transdimensional: The wielder can cast up to three spells per day that are transdimensional as though using the Transdimensional Spell feat.
  Aura: Strong (no school); Caster Level: 17th; Prerequisites: Craft Rod, Transdimensional Spell; Cost: 3,000 shillings (lesser), 11,000 shillings (normal), 24,500 shillings (greater); Cost to Create: 1,500 shillings + 120 experience points (lesser), 5,500 shillings + 440 experience points (normal), 12,250 shillings + 980 experience points (greater). Weight: 5 lbs.

Metamagic, Truth Infusion: The wielder can cast up to three mind-affecting spells per day that are infused with truth as though using the Infuse Truth feat.
  Aura: Strong (no school); Caster Level: 17th; Prerequisites: Craft Rod, Infuse Truth; Cost: 9,000 shillings (lesser), 32,500 shillings (normal), 73,000 shillings (greater); Cost to Create: 4,500 shillings + 360 experience points (lesser), 16,250 shillings + 1,300 experience points (normal), 36,500 shillings + 2,920 experience points (greater). Weight: 5 lbs.

Metamagic, Twin: The wielder can cast up to three spells per day that are twinned as though using the Twin Spell feat.
  Aura: Strong (no school); Caster Level: 17th; Prerequisites: Craft Rod, Twin Spell; Cost: 35,000 shillings (lesser), 75,500 shillings (normal), 170,000 shillings (greater); Cost to Create: 17,500 shillings + 1,400 experience points (lesser), 37,750 shillings + 3,020 experience points (normal), 85,000 shillings + 6,800 experience points (greater). Weight: 5 lbs.

Metamagic, Umbral: The wielder can cast up to three burst, emanation, or spread spells per day that have the darkness descriptor as though using the Umbral Spell feat.
  Aura: Strong (no school); Caster Level: 17th; Prerequisites: Craft Rod, Umbral Spell; Cost: 3,000 shillings (lesser), 11,000 shillings (normal), 24,500 shillings (greater); Cost to Create: 1,500 shillings + 120 experience points (lesser), 5,500 shillings + 440 experience points (normal), 12,250 shillings + 980 experience points (greater). Weight: 5 lbs.

Metamagic, Unholy Lattice: The wielder can cast up to three spells per day that are unholy as though using the Unholy Lattice feat. This rod bestows one negative level on any good creature attempting to wield it. The negative level remains as long as the rod is in hand and disappears when the rod is no longer wielded. This negative level never results in actual level loss, but it cannot be overcome in any way (including restoration spells) while the rod is wielded.
  Aura: Strong (no school)[evil]; Caster Level: 17th; Prerequisites: Craft Rod, Unholy Lattice, creator must be evil; Cost: 3,000 shillings (lesser), 11,000 shillings (normal), 24,500 shillings (greater); Cost to Create: 1,500 shillings + 120 experience points (lesser), 5,500 shillings + 440 experience points (normal), 12,250 shillings + 980 experience points (greater). Weight: 5 lbs.

Metamagic, Uttercold: The wielder can cast up to three cold spells per day that are laced with negative energy as though using the Lord of the Uttercold feat.
  Aura: Strong (no school)[cold]; Caster Level: 17th; Prerequisites: Craft Rod, Lord of the Uttercold; Cost: 2,700 shillings (lesser), 10,500 shillings (normal), 24,300 shillings (greater); Cost to Create: 1,350 shillings + 108 experience points (lesser), 5,250 shillings + 420 experience points (normal), 12,150 shillings + 972 experience points (greater). Weight: 5 lbs.

Metamagic, Violating: The wielder can cast up to three spells per day that are violated as though using the Violate Spell feat. This rod bestows one negative level on any good creature attempting to wield it. The negative level remains as long as the rod is in hand and disappears when the rod is no longer wielded. This negative level never results in actual level loss, but it cannot be overcome in any way (including restoration spells) while the rod is wielded.
  Aura: Strong (no school)[evil]; Caster Level: 17th; Prerequisites: Craft Rod, Violate Spell, creator must be evil; Cost: 3,000 shillings (lesser), 11,000 shillings (normal), 24,500 shillings (greater); Cost to Create: 1,500 shillings + 120 experience points (lesser), 5,500 shillings + 440 experience points (normal), 12,250 shillings + 980 experience points (greater). Weight: 5 lbs.

Metamagic, Widen: The wielder can cast up to spells per day that are widened as though using the Widen Spell feat.
  Aura: Strong (no school); Caster Level: 17th; Prerequisites: Craft Rod, WIden Spell; Cost: 14,000 shillings (lesser), 54,000 shillings (normal), 121,500 shillings (greater); Cost to Create: 7,000 shillings + 560 experience points (lesser), 27,000 shillings + 2,160 experience points (normal), 60,750 shillings + 4,860 experience points (greater). Weight: 5 lbs.

Metamagic, Wounding: The wielder can cast up to three damaging spells per day that inflict wounds as though using the Wounding Spell feat.
  Aura: Strong (no school); Caster Level: 17th; Prerequisites: Craft Rod, Wounding Spell; Cost: 9,000 shillings (lesser), 32,500 shillings (normal), 73,000 shillings (greater); Cost to Create: 4,500 shillings + 360 experience points (lesser), 16,250 shillings + 1,300 experience points (normal), 36,500 shillings + 2,920 experience points (greater). Weight: 5 lbs.

Mirror Rod: (Book of Eldritch Might II) This shiny silver rod measures about 15 inches long and appears relatively unremarkable. Upon command, it transforms into a 5-foot-square high-quality silver mirror, just right for the scry spell (or for mirror master special abilities). it can remain in mirror form for up to one hour before reverting back to a rod, at which point it must remain a rod for an hour.
  Aura: Strong transmutation; Caster Level: 15th; Prerequisites: Craft Rod, polymorph any object; Cost: 2,400 shillings; Cost to Create: 1,200 shillings + 96 experience points. Weight: 4 lbs.

Rod of the Winds: (Book of Eldritch Might II) This 3-foot long rod, fashioned from dark blue steel, ends in a loop about 8 inches across; the loop is made from the same material as the rod itself. When you speak the command word, a small and tightly controlled gate to the Elemental Plane of Air opens within the loop. From this gate, a powerful wind gushes forth, causing havoc in a cone 80 feet long and wide. Characters within this cone must make DC 18 Fortitude saves each round or suffer the ill effects of a windstorm (as detailed in Chapter 3: Adventures in the Dungeon Master's Guide). The gate remains open for 1d6 rounds, during which time the wielder can move or redirect the cone. The gate can open four times per day.
  Aura: Overwhelming conjuration; Caster Level: 17th; Prerequisites: Craft Rod, gate, gust of wind; Cost: 81,000 shillings; Cost to Create: 40,500 shillings + 3,240 experience points. Weight: 4 lbs.

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