Rods are around three-foot-long, scepter-like devices, usually made of iron or other metal. They have unique magical powers and don’t usually have charges. A user must hold the rod to use its abilities.
A wood or metal rod is treated as a light club if wielded as a weapon (Str+d4).
This rod looks like nothing more than a large, strange sliver of rough granite. This rod’s magic interacts with stone or earth to both steady its wielder and anchor creatures the rod touches. An earthbind rod grants its wielder a +2 bonus to resist being forcefully moved (including from powers such as havoc), but only if the wielder is standing on earth or stone. Three times per day, as a limited free action, when the wielder hits a creature with this rod, as long as the target of this attack is standing on stone or earth, the creature is entangled (Bound with a raise on the attack).
Price: 26,500 gp; Weight: 5 lbs; Craft: Elemental manipulation; 13,250 gp.
This rod looks like a flat iron bar with a small button on one end. When the button is pushed (a free action), the rod does not move from where it is, even if staying in place defies gravity. The owner can lift or place the rod wherever he wishes, push the button, and let go.
An immovable rod can support up to 8,000 pounds before falling to the ground. If a creature pushes against an immovable rod, it must make a Strength check at -4 to move the rod up to 2” (4 yards) in a single round.
Price: 5,000 gp; Weight: 5 lbs; Craft: 2,500 gp.
This rod absorbs spells or spell-like abilities into itself. The magic absorbed must be a single-target spell directed at either the character holding the rod or her gear The rod then nullifies the spell’s effect and stores however many Power Points were actually used to cast it (so absorbing a power shorted for all its Power Points has no benefit).
Absorption requires no action on the part of the user, and she can use stored Power Points as she wishes thereafter.
A rod of absorption absorbs a maximum of 50 Power Points. The rod cannot be recharged by other means.
The wielder always knows the rod’s remaining absorbing potential and current amount of stored energy.
Price: 50,000 gp; Weight: 5 lbs; Craft: Dispel; 25,000 gp.
This rod is indistinguishable from a magical light mace. It has eight flanges on its head. If grasped firmly, the rod enables the holder to use minor detect arcana as an action.
If the head of a rod of alertness is planted in the ground and the possessor wills it to alertness (an action), the rod senses any creatures within 20" (40 yards) who intend to harm the possessor. Immediately thereafter, the rod sends forth a mental alert to the owner and anyone he deems an ally, warning him of any unfriendly creatures within the area. These effects last for 10 minutes, and the rod can perform this function once per day.
Last, the rod can animate objects, affecting any 11 (or fewer) Very Small objects located roughly within a Small Blast Template centered on the rod when planted in the ground. Objects remain animated for 11 rounds. The rod can perform this function once per day (see Animated Objects).
Price: 85,000 gp; Weight: 4 lbs; Craft: Detect arcana, sound; 42,500 gp.
Once per encounter, when a caster wielding this rod successfully casts a single-target spell that fails to affect the target (either due to immunities or failed opposed roll), it may be redirected to another eligible target within Range. The redirected spell behaves in all ways as if the new target were the original.
Spells that affect a target in any way may not be redirected in this manner.
Price: 32,500 gp; Weight: 5 lbs; Craft: 16,250 gp.
This dreaded rod is a bane to magic items, for its touch drains an item of all magical properties. The item touched must make a Spirit check at -2 (d6 unless otherwise stated) to prevent the rod from draining it. If a creature is holding it at the time, then the item can use the holder’s Spirit in place of its own.
In such cases, contact is made by making a touch attack. Upon draining an item, the rod becomes brittle and cannot be used again. Drained items are only restorable by wish. If a sphere of annihilation and a rod of cancellation negate each other, nothing can restore either of them.
Price: 11,000 gp; Weight: 5 lbs; Craft: Dispel; 5,500 gp.
This device pulses in the wielder’s hand and points in the direction of any creature or creatures hostile to the bearer of the device (nearest ones first). These creatures can be invisible, ethereal, hidden, disguised, or in plain sight. Detection range is 10" (20 yards).
If the bearer of the rod concentrates on their turn, as a limited action, the rod pinpoints the location of the nearest enemy and indicates how many enemies are within range. The rod can be used to pinpoint three times each day, each use lasting up to 10 minutes.
Price: 23,500 gp; Weight: 5 lbs; Craft: Detect arcana; 11,750 gp.
As the name says, this rod can extinguish nonmagical flames within a Medium Blast Template (an action). The wielder must be adjacent to the flame to affect it.
The wielder must expend one or more charges to affect larger or magical flames. Extinguishing a Large Blast Template of nonmagical fire or a magic fire of a Medium Blast Template or smaller (such as that of a flaming weapon or a blast spell), expends one charge.
Continual magic flames, such as those generated by a fire creature, are suppressed for five rounds and flare up again after that time. To extinguish an instantaneous fire spell, the rod must be within the area of the effect and the wielder must be on Hold and succeed in interrupting the caster (this effectively counters the spell).
Two charges are required to extinguish a magical fire equal to a Large Blast Template or barrier (wall of fire).
A rod of flame extinguishing has 10 charges when found. Spent charges are renewed every day.
Price: 15,000 gp; Weight: 5 lbs; Craft: 7,500 gp.
The wielder of this rod reduces the cost of her Power Modifiers by 2. This may be done once per day with a minor enchantment or three times per day if major.
Price: 18,000 gp (minor), 64,000 (major); Weight: 5 lbs; Craft: 9,000 gp (minor), 32,000 gp (major).
The wielder of this rod may cause spells he casts to deal nonlethal damage.
Price: 5,500 gp; Weight: 5 lbs; Craft: 2,750 gp.
This rod is valued by treasure hunters and miners alike, for it pulses and hums in the wielder’s hand in the proximity of metal. As the wearer aims the rod, the pulsations grow more noticeable as it points to the largest mass of metal within 5" (10 yards).
However, the wielder can concentrate on a specific metal or mineral. If the specific mineral is within 5" (10 yards), the rod points to any places it is located, and the rod wielder knows the approximate quantity as well. If more than one deposit of the specified metal or mineral is within range, the rod points to the largest cache first. Each operation requires a limited action.
Price: 10,500 gp; Weight: 5 lbs; Craft: Locate; 5,250 gp.
The wielder of this rod can reduce the cost of Power Modifiers on a spell he casts by 1. This can be done once per day with a minor enchantment or three times per day if major.
Price: 9,000 gp (minor), 32,000 (major); Weight: 5 lbs; Craft: 4,500 gp (minor), 16,000 gp (major).
A rod of negation prevents most magic items from functioning for five rounds. The ray is cast with a Shooting roll or arcane skill roll (user’s choice). The roll ignores all external penalties (the item’s Size, Cover, Range, Illumination, etc.) but the target device must be visible.
The rod can also negate an enemy item’s instantaneous effects. To do so, the rod wielder must be on Hold and successfully interrupt the foe. If so, the rival power is automatically negated.
The rod can function three times per day.
Price: 37,000 gp; Weight: 5 lbs; Craft: Dispel; 18,500 gp.
One end of this rod curls and twists back on itself like a crook, and is often tipped with a snake or serpentine head. The rod is four feet long and causes Str+d6+1 damage in combat.
If the user throws the rod to the ground (as an action), it transforms into a constrictor snake and may act immediately. The python obeys all commands of the owner, and returns to rod form whenever the wielder desires, or whenever it moves further than 20” (40 yards) from the owner.
If the “snake” is slain, it returns to rod form and cannot be activated again for three days. A rod of the python only functions if the possessor is Good.
Price: 13,000 gp; Weight: 10 lbs; Craft: Baleful polymorph; 6,500 gp.
Usually crafted as a royal scepter of great material worth and fine craftsmanship, this rod grants the user the ability to command and coordinate up to 100 creatures within a 200-yard radius. When held, the user gains +4 to all Intimidation and Persuasion rolls, as well as the Command and Natural Leader Edges (each with a 200 yard Command Range).
The user can activate the rod at will, but it functions for a total of only 500 minutes of usage before it crumbles to dust.
Price: 60,000 gp; Weight: 8 lbs; Craft: Puppet; 32,500 gp.
This item creates a nondimensional space, a pocket paradise. There the rod’s possessor and as many as 199 other creatures can stay in complete safety for up to 200 days divided by the number of creatures (rounded down). In this pocket paradise, creatures don’t age, and natural healing takes place at twice the normal rate. Fresh water and food (fruits and vegetables only) are in abundance. The climate is comfortable for all creatures involved.
Activating the rod (an action) causes the wielder and all creatures touching the rod to be transported instantaneously to the paradise. Members of large groups can hold hands or otherwise maintain physical contact, allowing all connected creatures to be affected by the rod.
Unwilling creatures get a Spirit check to negate the effect. Creatures beyond that point in a chain can still be affected by the rod.
When the rod’s effect expires, is dismissed, or is dispelled, all the affected creatures instantly reappear in the location they occupied when the rod was activated. If something else occupies the space that a traveler would be returning to, then his body is displaced a sufficient distance to provide the space required for reentry. The rod’s possessor can dismiss the effect whenever he wishes before the maximum time period expires, but the rod can only be activated once per week.
Price: 61,000 gp; Weight: 5 lbs; Craft: Plane shift; 30,500 gp.
A rod of withering acts as a magical light mace that deals no damage. Instead, the wielder causes Energy Drain (Strength or Vigor) to any creature she touches with the rod (by making a melee touch attack). With a raise, the Energy Drain is permanent. In either case, the defender negates the effect with a Vigor check.
Price: 25,000 gp; Weight: 5 lbs; Craft: 12,500 gp.
A rod of wonder is a strange and unpredictable device that randomly generates any number of weird effects each time it is used. Typical powers of the rod are listed on the Rod of Wonder Activation Table below. Unless noted otherwise, the Duration for any of the effects is 5.
Use this device only in the most dire circumstances—it’s as likely to empower a foe as to vanquish him!
Price: 12,000 gp; Weight: 5 lbs; Craft: Confusion; 6,000 gp.
Rod of Winder Activation Table
D20 Wondrous Effect
1 Minor slow on target.
2 Growth on target (Size +2).
3 600 butterflies pour forth and flutter around for two rounds, blinding everyone within 5” (10 yards).
4 The rod deludes the wielder for one round into believing it functions as indicated by a second die roll.
5 The wielder’s Size is reduced by 2 for one day.
6 Heavy rain falls for one round in 10” (20 yard) radius, centered on the wielder.
7 The wielder gains major invisibility. The effect vanishes if he takes an action that causes damage to others.
8 Leaves grow from the target’s limbs, lasting 24 hours.
9 The wielder or a random target turns blue, green, or purple. Permanently.
10 A magical explosion detonates in a Small Blast Template for 3d6 damage, centered on whatever the user targeted.
11 Grass grows in 160-square-ft. area centered on the target of the rod. Foliage that already existed in the area grows to 10 times normal size.
12 A patch of darkness in a Large Blast Template appears over the target.
13 The wielder learns the target’s surface thoughts (as with mind reading) for 1d4 rounds. This can’t be resisted.
14 Dancing lights surround the target, negating any Illumination penalties.
15 The target becomes Ethereal for five rounds.
16 A 3d6 lightning bolt strikes the target!
17 The rod summons forth a wild animal. Roll 1d6: 1–2 bear, 3–4 lion, 5–6 cat (or any other animal of the GM's choice, including those in the Savage Pathfinder Bestiary).
18 Shimmering colors dance and play over a 40-ft square area directly in front of the rod. Any creature within is blinded. Those affected get a free action to shake off the effects with a Vigor roll at –2 at the start of their turn.
19 1d4x10 gems (1 gp each) shoot forward in a stream. Half hit the target, Distracting him.
20 The target turns to stone (or flesh if stone already), unless it makes a Vigor roll at –2.
A staff (plural: staves) is a long shaft of wood, bone, metal, or even glass that stores several spells, including any Power Modifiers.
A character wielding a staff can cast any of its listed spells as an action. The skill or attribute needed to activate the staff is listed in parentheses after its description (user’s choice). Failure to cast the power uses a single charge. A Critical Failure also causes Fatigue to the wielder.
Charges: A staff has 10 charges when created, which is also its maximum. Each spell cast from the device consumes the listed number of charges. It regains one charge every sunrise.
These staves are usually carved from the heartwood of an ancient oak or other large tree. (Smarts or Spellcasting)
Dispel (1 charge)
Banish (2 charges)
Arcane protection (1 charge)
Damage field (2 charges)
Price: 82,000 gp; Weight: 5 lbs; Craft: All listed powers; 41,000 gp.
The top of this rosewood shaft narrows and then expands again, bound by a number of metal rings. (Smarts or Spellcasting)
Boost Trait (Vigor) (1 charge)
Boost Trait (Fighting) (1 charge)
Boost Trait (Shooting) (1 charge)
Boost Trait (Strength) (1 charge)
Smite (1 charge)
Price: 20,800 gp; Weight: 5 lbs; Craft: All listed powers; 10,400 gp.
The thorns embedded in this gnarled length of wood make it rather tricky for the unwary to grasp. (Smarts or Spellcasting)
Blind (1 charge)
Empathy (1 charge)
Stun (1 charge)
Baleful polymorph (2 charges)
Curse (2 charges)
Price: 23,600 gp; Weight: 5 lbs; Craft: All listed powers; 11,800 gp.
The ornate staves are made of twisting wood ornately shaped and carved. (Smarts or Spellcasting)
Empathy (1 charge)
Puppet (3 charges)
Price: 17,600 gp; Weight: 5 lbs; Craft: All listed powers; 8,800 gp.
The staff of defense is a simple-looking polished wooden staff that throbs with power when held in a defensive stance. (Smarts or Faith)
Environmental protection (2 charge)
Deflection (3 charges)
Major protection (2 charge)
Protection (1 charges)
Price: 62,000 gp; Weight: 5 lbs; Craft: All listed powers; 31,000 gp.
Made from a supple length of willow, often with a forked tip, this staff allows use of the following spells: (Smarts or Spellcasting)
Detect arcana (1 charge)
Detect arcana with Identify (3 charges)
Locate (2 charges)
Speak language (1 charge)
Price: 82,000 gp; Weight: 5 lbs; Craft: All listed powers; 41,000 gp.
Often made from applewood and topped with a clear crystal, this staff allows use of the following spells: (Smarts or Spellcasting)
Empathy (1 charge)
Mind wipe (3 charges)
Puppet (2 charges)
Puppet with three targets (4 charges)
Slumber (1 charge)
Price: 82,000 gp; Weight: 5 lbs; Craft: All listed powers; 41,000 gp.
Typically made of smooth hickory or yew. (Smarts or Spellcasting)
Bolt with AP 2 (magic missile; 1 charge)
Blast with LBT (fireball; 2 charges)
Barrier (wall of force; 2 charges)
Bolt with two additional targets (chain lightning; 5 charges)
Price: 82,000 gp; Weight: 5 lbs; Craft: All listed powers; 41,000 gp.
A white ash staff decorated with inlaid silver runes. (Spirit or Faith)
Healing (1 charge)
Relief (2 charges)
Relief with Restoration (3 charges)
Healing with Neutralize Poison or Disease (1 charge)
Price: 29,600 gp; Weight: 5 lbs; Craft: All listed powers; 14,800 gp.
A staff of life is made of thick polished oak shod in gold and decorated with sinuous runes. (Spirit or Faith)
Healing, with Greater Healing (2 charges)
Resurrection (5 charges)
Price: 109,400 gp; Weight: 5 lbs; Craft: All listed powers; 79,700 gp.
This staff is made from ebony or other dark wood and carved with images of bones and skulls mingled with strange spidery runes. (Smarts or Spellcasting)
Fear (1 charge)
Drain Power Points (2 charges)
Lower Strength (2 charge)
Zombie with Permanent (3 charges)
Price: 82,000 gp; Weight: 5 lbs; Craft: All listed powers; 41,000 gp.
Dark and solid, this worn staff looks to be carved of rough stone yet feels and weighs like light wood. (Smarts or Spellcasting)
Deflection (1 charge)
Barrier with Damage (wall of fire; 2 charges)
Barrier with Hardened (wall of ice; 2 charges)
Barrier with Hardened and Size (wall of stone; 3 charges)
Price: 25,800 gp; Weight: 5 lbs; Craft: All listed powers; 12,900 gp.
This simple staff allows the use of the following spells. (Smarts or Spellcasting)
Intangibility (2 charges)
Scrying (1 charge)
Teleport (1 charge)
Teleport with Greater Teleport (2 charges)
Price: 206,900 gp; Weight: 5 lbs; Craft: All listed powers; 11,950 gp.
The staff of power is a very potent magic item with offensive and defensive abilities. (Smarts or Spellcasting)
Light (continual flame; 1 charge)
Blast (fireball; 1 charge)
Minor fly (levitate up and down only) for one minute (1 charge)
Bolt with Damage (lightning bolt; 3 charges)
Bolt (magic missile; 1 charge)
Lower Strength (2 charges)
Burst (cone of cold; 2 charges)
Arcane protection (1 charge)
Barrier (12-ft-diameter spherical wall of force around the caster only; 2 charges)
Additional Abilities: A staff of power is +1 Fighting and causes Str+d6+1. If a charge is expended after a successful hit, the user adds +d6 to his damage.
Retributive Strike: A staff of power can be broken as an intentional and retributive strike. This takes a limited action but no roll is necessary. All charges currently in the staff are instantly released in a 6” (12 yard) spread.
Every being in a Large Blast Template takes Xd6 damage, where X is the number of charges left in the staff. This can be Evaded, but those who evade still take half damage.
When a character breaks the staff roll a d6. On a 4+, the character is safely shunted to another plane of existence (and must then find his own way back). On a 1–3, the staff’s incredible energy disintegrates him.
Price: 235,000 gp; Weight: 5 lbs; Craft: All listed powers; 117,500 gp.
This ominous staff is made of twisting wood and topped with a small skull. (Spirit or Faith)
Mind link (1 charge)
Detect Undead (functions like detect arcana with Alignment Sense, but with Undead instead of alignment) (1 charge)
Divination (1 charge)
Price: 16,400 gp; Weight: 5 lbs; Craft: All listed powers; 8,200 gp.
This dark-gray staff is long and twisted. (Smarts or Spellcasting)
Conceal arcana (1 charge)
Disguise (1 charge)
Invisibility (2 charges)
Invisibility with Duration (3 charges)
Price: 18,400 gp; Weight: 5 lbs; Craft: All listed powers; 9,200 gp.
This staff is generally carved from or decorated with petrified wood or fossilized bone, each etched with tiny but complex runes. It allows use of the following spells: (Smarts or Spellcasting)
Baleful polymorph (3 charges)
Bolt with Disintegrate (3 charges)
Disguise (self only; 1 charge)
Shape change (up to Size 0; 1 charge)
Speed (2 charges)
Price: 82,000 gp; Weight: 5 lbs; Craft: All listed powers; 41,000 gp.
A clear crystal orb is affixed to the top of this length of brass and scaled skin, and a smaller, crimson orb is set into a spherical ornament near the base of the shaft. (Smarts or Spellcasting)
Darksight (1 charge)
Detect arcana (1 charge)
Farsight (1 charge)
Object reading (3 charges)
Scrying (2 charges)
Price: 41,250 gp; Weight: 5 lbs; Craft: All listed powers; 20,625 gp.
Appearing to have grown naturally into its shape, this oak, ash, or yew staff allows use of the following spells: (Smarts or Spellcasting)
Barrier with Deadly (3 charges)
Beast friend (1 charge)
Beast friend with Duration (3 charges)
Boost Trait (Shooting; 1 charge)
Protection (1 charge)
Summon nature's ally (Veteran; 3 charges)
The staff may be used as a weapon, functioning as a staff (Damaging). The staff of the woodlands also allows its wielder to pass without a trace in natural environments. These two attributes continue to function after all the charges are expended.
Price: 100,400 gp; Weight: 5 lbs; Craft: All listed powers; 50,500 gp.