Friday, 22 May 2020

Treasure: Epic Rods

Treasure: Epic Rods

Let's finish converting magic items from the Epic Level Handbook for D&D 3.0. This post will cover rods.

Rod of Besiegement

Rod of Besiegement – as an enchanted item (using Sorcery)
This rod allows the wielder to turn it into a small trebuchet (GURPS Low-Tech, p. 82) or cast Earth to Water 15.
The rod has DR 6 and HP 14, it weighs 5 pounds.
Statistics: Crushing Attack 13d+2 (Accessibility, Only with a crew of 25 people, -30%; Immediate Preparation Required, 5 minutes, -25%; Inaccurate 2, -10%; Increased 1/2D, 5x, +10%; Increased Range, 5x, +20%; Independent, +40%; Magical, -10%; Minimum Range, -10%) [58/5=12] + Earth to Water 15 [60]. Weapon, Metal, x0.45; 33 EP.
            TL3 Price: 2 x ($300 + 33 x $320) = $21,720.

Rod of Epic Absorption

Rod of Epic Absorption – as an enchanted item (using Sorcery)
This rod acts as a magnet, drawing magical effects into itself. The rod of absorption has ER 20 that the wielder can use to power any of their magical abilities. This ER starts empty. The rod grants the wielder Magic Resistance 6 (Improved) (p. B67). Whenever a spell is cast on the wielder, they can waive their bonus to resist from Magic Resistance and instead roll their unmodified resistance roll. The caster still gets a penalty equal to that MR. If the spell fails for whatever reason, the wielder gain a number of character points equal to the spell’s modified Fatigue Point cost to cast (e.g., reduced by high skill). The rod replenishes a point of ER for each gained character point.
The rod has DR 6 and HP 14, it weighs 5 pounds.
Statistics: ER 20 (Magical; Special Recharge, -70%) [18] + Magic Resistance 6 (Improved, +150%; Magical, -10%; Spell Absorption, ER, +50%) [35]. Weapon, Metal, x0.45; 24 EP.
            TL3 Price: 2 x ($150 + 24 x $320) = $15,660.

Rod of Epic Cancellation

Rod of Epic Cancellation – as an enchanted item (using Sorcery)
This dreaded rod is a bane to magic items, for its touch drains an item of all magical properties. The item touched must resist in a Quick Contest of its spell level (if a skill) or its enchanter’s Will + Talent (if a power) against the rod’s wielder’s Will to prevent the rod from draining it. Upon draining three items, the rod itself becomes brittle and cannot be used again. Drained items are cannot be restores. (A rod of epic cancellation can neutralize a normal sphere of annihilation without itself being cancelled.)
The rod has DR 6 and HP 14, it weighs 5 pounds.
Statistics: Neutralize (Magic; Accessibility, Must target an enchanted item, -20%; Cosmic, Removes Enchantments, +100%; Extended Duration, Truly Permanent, +300%; Magical, -10%; Nuisance Effect, Becomes brittle and useless after three successful uses, -100%) [185]. Weapon, Metal, x0.45; 84 EP.
            TL3 Price: 2 x ($15,000 + 84 x $320) = $83,760.

Rod of Epic Might

Rod of Epic Might – as an enchanted item (using Sorcery)
This rod has functions that are spell-like, and it can also be used as a magic weapon of various sorts. It also has several more mundane uses. The rod of lordly might is metal, thicker than other rods, with a flanged ball at one end and six studlike buttons along its length. (Pushing any of the rod’s buttons is A Ready maneuver.)
The following spell-like functions of the rod can each be used once per day. They are only usable when the rod is in its normal form.
-          A dominating touch. A touched sapient foe is affected by Suggestion.
-          Fear upon all enemies viewing it. The wielder can exclude any creatures from this effect. All affected creatures must make an immediate Fright Check. The victims get +1 per Fright Check after the first within 24 hours.
-          Deliver a vampiric strike. For every full 3 HP of injury the rod inflicts on a living victim, the wielder heals 1 HP. The wielder cannot raise his HP above normal this way.
The following weapon functions of the rod have no limit on the number of times they can be employed. All the following transformations take 2 seconds.
-          In its normal form, the rod can be used as a mace of Accuracy 2. This gives the weapon a +2 to skill rolls to hit.
-          When button 1 is pushed, the rod becomes a flaming longsword. A blade springs from the ball, with the ball itself becoming the sword’s hilt. The weapon lengthens to an overall length of 4 feet. The blade deals 3d follow-up burning damage.
-          When button 2 is pushed, the rod becomes an axe of Accuracy 2. A wide blade springs forth at the ball, and the whole lengthens to 4 feet. This gives the weapon a +2 to skill rolls to hit.
-          When button 3 is pushed, the rod becomes a short spear or a long spear of Accuracy 4. The spear blade springs forth, and the handle can be lengthened up to 12 feet (wielder’s choice), for an overall length of from 6 feet to 15 feet. This gives the weapon a +4 to skill rolls to hit.
The following other functions of the rod also have no limit on the number of times they can be employed. They can only be used when the rod is in its normal form.
-          Climbing pole/ladder. When button 4 is pushed, a spike that can anchor in granite is extruded from the ball, while the other end sprouts three sharp hooks. The rod lengthens to anywhere between 5 and 50 feet in 10 seconds, stopping when button 4 is pushed again. Horizontal bars three inches long fold out from the sides, 1 foot apart, in staggered progression. The rod is firmly held by the spike and hooks and can bear up to 4,000 pounds. The wielder can retract the pole by pushing button 5. Retraction takes 10 seconds.
-          When button 6 is pushed, the rod indicates magnetic north and gives the wielder a knowledge of his approximate depth beneath the surface or height above it.
The rod has DR 6 and HP 14, it weighs 5 pounds.
Statistics: Absolute Direction (Magical, -10%) [5/5=1] + Alternate Form (Axe of Accuracy; Magical, -10%; Reduced Time 3, +60%) [23/5=5] + Alternate Form (Climbing Pole/Ladder; Magical, -10%) [14/5=3] + Alternate Form (Flaming Longsword; Magical, -10%; Reduced Time 3, +60%) [23/5=5] + Alternate Form (Long Spear of Accuracy; Magical, -10%; Reduced Time 3, +60%) [23/5=5] + Alternate Form (Short Spear of Accuracy; Magical, -10%; Reduced Time 3, +60%) [23/5=5] + DX+2 (Accessibility, Only attacks with this weapon, -80%; Magical, -10%) [8] + Mind Control (Accessibility, Only on sapient beings, -10%; Extended Duration, 3x, +20%; Fixed Duration, +0%; Independent, +70%; Magical, -10%; Melee Attack, Reach 1, -25%; Rationalization, +20%; Suggestion, -40%) [63] + Terror (Sight; Limited Use, 1/day, -40%; Magical, -10%; Selective Effect, +20%) [21/5=5] + Vampiric Strike [33/5=7]. Notes: “Axe of Accuracy” is Axe with DX+2 (Accessibility, Only attacks with this weapon, -80%; Magical, -10%) [8]. “Flaming Longsword” is Longsword with Burning Attack 3d (Follow-Up, This weapon, +0%; Magical, -10%; Visible, -10%) [12]. “Long Spear of Accuracy” is Long Spear with DX+4 (Accessibility, Only attacks with this weapon, -80%; Magical, -10%) [16]. “Short Spear of Accuracy” is Short Spear with DX+4 (Accessibility, Only attacks with this weapon, -80%; Magical, -10%) [16]. “Vampiric Strike” is Imbue 3 (Limited Skill Access, Vampiric Weapon, -80%) [8] + Unusual Training [1] + Vampiric Weapon (VH) DX [8] modified with Cosmic, No die roll required (+100%), Limited Use, 1/day (-40%), Magical (-10%) and Reduced Fatigue Cost 2 (+40%). Weapon, Metal, x0.45; 49 EP.
            TL3 Price: 2 x ($1,000 + 49 x $320) = $33,360.

Rod of Epic Negation

Rod of Epic Negation – as an enchanted item (using Sorcery)
This device negates the spell or spell-like function or functions of magic items. The wielder points the rod at the magic item, and a pale gray beam shoots forth to touch the target device. The wielder rolls Innate Attack (Beam) to hit. The item hit must resist with its spell level (if a skill) or its enchanter’s Will + Talent (if a power) to prevent the rod from neutralizing its powers for 30 minutes.
The rod has DR 6 and HP 14, it weighs 5 pounds.
Statistics: Neutralize (Magic; Accessibility, Must target an enchanted item, -20%; Extended Duration, 10x, +40%; Fixed Duration, +0%; Limited Use, 3/day, -20%; Magical, -10%; Ranged, +40%; Weaponized, -50%) [50]. Weapon, Metal, x0.45; 23 EP.
            TL3 Price: 2 x ($150 + 23 x $320) = $15,020.

Rod of Epic Rulership

Rod of Epic Rulership – as an enchanted item (using Sorcery)
This rod looks like a royal scepter. The wielder can command the obedience and fealty of creatures in his sight within 64 yards when he activates the device (a Ready maneuver). The wielder rolls a Quick Contest of IQ vs. each subject’s Will, applying normal range penalties. Those who fail, obey the wielder until he deactivates the device. Creatures that resist successfully are not affected by this rod again for 24 hours. Ruled creatures obey the wielder as if she were their absolute sovereign. Still, if the wielder gives a command that is contrary to the nature of the creatures commanded, they get another roll to resist. The rod can be used for 3,000 total minutes before crumbling to dust. This duration need not be continuous.
The rod has DR 6 and HP 14, it weighs 5 pounds.
Statistics: Mind Control (Area Effect, 64 yards, +300%; Emanation, -20%; Extended Duration, 1,000x, +120%; Fixed Duration, +0%; Independent, +70%; Magical, -10%; Single Use, Variant, x1/5) [64]. Weapon, Metal, x0.45; 29 EP.
            TL3 Price: 2 x ($200 + 29 x $320) = $18,960.

Rod of Epic Splendor

Rod of Epic Splendor – as an enchanted item (using Sorcery)
This rod grants the wielder Charisma 6 (p. B41). Once per day, the rod creates and garbs the wielder in clothing of the finest fabrics, plus adornments of furs and jewels. Apparel created by the magic of the rod remains in existence for 12 hours. However, if the possessor attempts to sell or give away any part of it, to use it for a spell component, or the like, all the apparel immediately disappears. The same applies if any of it is forcibly taken from her. In effect, this is identical to the Fashion Sense (p. B21) advantage.
The rod has DR 6 and HP 14, it weighs 5 pounds.
Statistics: Charisma 6 (Magical, -10%) [27] + Fashion Sense (Magical, -10%) [5]. Weapon, Metal, x0.45; 15 EP.
            TL3 Price: 2 x ($70 + 15 x $320) = $9,740.

Rod of Excellent Magic

Rod of Excellent Magic – as an enchanted item (using Sorcery)
This magnificent rod grants the wielder Sorcery Talent 2 and ER 10 (Magic).
The rod has DR 6 and HP 14, it weighs 5 pounds.
Statistics: ER 10 (Magic) [30] + Sorcery Talent 2 (Magical, -10%) [18]. Weapon, Metal, x0.45; 22 EP.
            TL3 Price: 2 x ($150 + 22 x $320) = $14,380.

Rod of Fortification

Rod of Fortification – as an enchanted item (using Sorcery)
This rod allows the wielder to turn it into a small trebuchet (GURPS Low-Tech, p. 82) or cast Create Food 6 and Wall of Stone 1.
The rod has DR 6 and HP 14, it weighs 5 pounds.
Statistics: Crushing Attack 13d+2 (Accessibility, Only with a crew of 25 people, -30%; Immediate Preparation Required, 5 minutes, -25%; Inaccurate 2, -10%; Increased 1/2D, 5x, +10%; Increased Range, 5x, +20%; Independent, +40%; Magical, -10%; Minimum Range, -10%) [58/5=12] + Create Food 6 [60/5=12] + Wall of Stone 1 [140]. Weapon, Metal, x0.45; 74 EP.
            TL3 Price: 2 x ($7,000 + 74 x $320) = $61,360.

Rod of Invulnerability

Rod of Invulnerability – as an enchanted item (using Sorcery)
This rod projects an invisible force field that grants the wielder and everything he is carrying DR 10. In addition, it grants the wielder the benefits of Injury Tolerance (No Vitals) and Magic Resistance 3 (Improved).
The rod has DR 6 and HP 14, it weighs 5 pounds.
Statistics: DR 10 (Force Field, +20%; Magical, -10%) [55] + Injury Tolerance (No Vitals; Magical, -10%) [5] + Magic Resistance 3 (Improved, +150%; Magical, -10%) [15]. Weapon, Metal, x0.45; 34 EP.
            TL3 Price: 2 x ($300 + 34 x $320) = $22,360.

Rod of Nightmares

Rod of Nightmares – as an enchanted item (using Sorcery)
This rod lets the user cast Wail of the Banshee (GURPS Sorcery: Sound Spells, p. 11).
The rod has DR 6 and HP 14, it weighs 5 pounds.
Statistics: Wail of the Banshee [64]. Weapon, Metal, x0.45; 29 EP.
            TL3 Price: 2 x ($200 + 29 x $320) = $18,960.

Rod of Paradise

Rod of Paradise – as an enchanted item (using Sorcery)
This rod allows the wielder to cast Sanctuary, but instead of a bedroom-sized pocket dimension, this rod creates a dimension comparable to a mid-sized mansion.
The rod has DR 6 and HP 14, it weighs 5 pounds.
Statistics: Sanctuary (Larger Size 6, +60%) [190]. Weapon, Metal, x0.45; 86 EP.
            TL3 Price: 2 x ($20,000 + 86 x $320) = $95,040.

Rod of the Epic Spellcaster

Rod of the Epic Spellcaster – as an enchanted item (using Sorcery)
This magnificent rod grants the wielder Sorcery Talent 5.
The rod has DR 6 and HP 14, it weighs 5 pounds.
Statistics: Sorcery Talent 5 (Magical, -10%) [45]. Weapon, Metal, x0.45; 21 EP.
            TL3 Price: 2 x ($150 + 21 x $320) = $13,740.

Rod of the Path

Rod of the Path – as an enchanted item (using Sorcery)
This rod allows the wielder to cast Know Location, Pathfinder, and Mapmaker.
The rod has DR 6 and HP 14, it weighs 5 pounds.
Statistics: Know Location [1/5=1] + Mapmaker [14/5=3] + Pathfinder [17]. Weapon, Metal, x0.45; 10 EP.
            TL3 Price: 2 x ($50 + 10 x $320) = $6,500.

Rod of the Restless Death

Rod of the Restless Death – as an enchanted item (using Sorcery)
This rod allows the wielder to cast Zombie and Death. These spells are not alternative abilities.
The rod has DR 6 and HP 14, it weighs 5 pounds.
Statistics: Death [58] + Zombie [18]. Weapon, Metal, x0.45; 35 EP.
            TL3 Price: 2 x ($300 + 35 x $320) = $23,000.

Rod of the Wyrm

Rod of the Wyrm – as an enchanted item (using Sorcery)
Any of the various rods in this series functions as a quarterstaff. When the rod is tossed down and the correct command word spoken, it becomes a dragon (the type depends on the specific type of rod) (worth 150% or less of your point value). The dragon obeys and serves its owner for up to 6 hours.
If the dragon was dismissed or dispelled, or if the duration ran out, then you have to wait five minutes before you can summon one again. If a rod is broken or destroyed in its statuette form, it is forever ruined. All magic is lost, its power departed. If slain in dragon form, the rod simply reverts to a rod that can be used again at a later time, but no earlier than one day after such death.
            Statistics: Ally (Dragon; Built on 150%; Constantly; Conjured, +100%; Magical, -10%; Maximum Duration, 6 hours, -5%; Requires a command word, -10%; Special Abilities, +50%) [90]. Staff, x0.35; 32 EP.
            TL3 Price: 2 x ($300 + 32 x $320) = $21,080.

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