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.
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)
The
rod has DR 6 and HP 14, it weighs 5 pounds.
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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