D20:Magic Items: Rods Rules
[top]Rods
Rods are scepterlike devices that have unique magical powers and do not usually have charges. Anyone can use a rod.
[top]Physical Description
Rods weigh approximately 5 pounds.
They range from 2 feet to 3 feet long and are usually made of iron or some other metal. (Many, as noted in their descriptions, can function as light maces or clubs due to their sturdy construction.)
These sturdy items have AC 9, 10 hit points, hardness 10, and a break DC of 27.
They range from 2 feet to 3 feet long and are usually made of iron or some other metal. (Many, as noted in their descriptions, can function as light maces or clubs due to their sturdy construction.)
These sturdy items have AC 9, 10 hit points, hardness 10, and a break DC of 27.
[top]Activation
Details relating to rod use vary from item to item. See the individual descriptions for specifics.
[top]Special Qualities
Roll d%. A 01 result indicates the rod is intelligent, 02?31 indicates that something (a design, inscription, or the like) provides a clue to its function, and 32?100 indicates no special qualities. Intelligent items have extra abilities and sometimes extraordinary powers and special purposes.
Rods with charges can never be intelligent.
Rods with charges can never be intelligent.
[top]Rod Descriptions
Although all rods are generally scepterlike, their configurations and abilities run the magical gamut. Standard rods are described below.
System Reference Document.
System Reference Document.
This article is a D20 reference page The System Reference Document is a comprehensive toolbox consisting of rules, races, classes, feats, skills, various systems, spells, magic items, and monsters compatible with the d20 System version of Dungeons & Dragons and various other roleplaying games from Wizards of the Coast. |
Created by Last edited by , 10-23-2011 at 12:02 PM 0 Comments, 5,575 Views |
, 05-20-2007 at 10:57 AM
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