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  1. HYPERBOREA (orig by C. A. Smith) [R18+]
  2. Lore

6. MAGICAL RODS, STAVES, & WANDS

Rods, staves, and wands are magical devices, each with their own distinctions. Typically they have one or more command words that must be spoken to invoke their powers, much like speaking the final incantation of a spell.

Rods are wrought of metals such as brass, bronze, copper, gold, iron, platinum, silver, and steel, typically of three- to four-foot length and ½-inch thickness. Oft they are topped with skulls (stylized or real), animal head sculptures, or other designs; other rods might be set with gems, crystals, or meteoritic stones.

Staves are carved of rare woods, typically of five- to six-foot length and 1½-inch thickness. Their lengths might be straight or twisted, smooth or gnarled, stained or natural; they might be shod in bronze, iron, steel, or perhaps a precious metal. Some are etched or burnt with runes, symbols, and geometric shapes; some are also tipped with crystals or gems. Staves shod in metal may be treated as quarterstaffs for purposes of combat; if not shod in metal, however, they deliver but 1d4 hp damage.

Wands are of about 1- to 1½-foot length and ¼-inch thickness. They are crafted of bone, ivory, or wood, and their tips are set with crystals or gems. Some wands are elaborately designed, whilst others appear quite plain.

Rods, staves, and wands are of finite existence. Each is fashioned with 1d20+40 charges. Franz is at liberty to reduce this total as judged appropriate, because discovered items may have seen extensive use.

@Rod of Lordly Might

This rod, usable only by fighters (and their subclasses), is wrought of heavy, alien ore. It is four feet long and two inches thick, capped by a flanged ball. The haft is lined with six small studs that function as buttons. In its natural form the rod of lordly might is equivalent to a +2 great mace, with spell-like functions:

At-Will Spell-like Functions:

Paralysis: Requires successful melee attack, with device save allowed to resist. Effect persists for 2d6 turns. Costs 1 charge. No charge expended if “to hit” roll misses.

Hit Point Drain: Requires successful melee attack. Drains the victim of 2d4 hp and confers them to the wielder. Hit points beyond the wielder’s maximum are temporary; once subtracted, they cannot be restored. No saving throw allowed. Costs 2 charges. No charge expended if “to hit” roll misses.

Circle of Fear: Rod must be raised prominently. All viewers within 50 feet of wielder must make device saves or flee in panic for 2d4 rounds. Costs 3 charges.

Button-Activated Functions:

Button #1: Transforms rod into +1 flame tongue long sword (fire delivers extra 1d6 hp damage, or extra 1d8 hp damage vs. cold- / ice-based creatures and undead).

Button #2: Transforms rod into +3 battle axe.

Button #3: Transforms rod into +2 short spear, +2 long spear, or +3 great spear, depending on how long button is depressed.

Button #4: Transforms rod into iron ladder capable of extending up to 50 feet in length (depending on how long button is depressed). If held against a wall when this function is used, spikes emerge at five foot intervals, allowing for a stable, vertical ladder drilled into a surface area as hard as granite. Button #4 remains at bottom of device. If pressed again, ladder shrinks until reverting to rod shape.

Button #5: Makes the ladder function extend down as opposed to extending up. After ladder extends, button #5 remains at top of ladder. With button #4 at bottom and button #5 at top, wielder may extend ladder up or down, then collapse it once destination is achieved. N.B.: Either button #4 or button #5 can be used to force open a door with 18-strength capacity.

Button #6: Activates rod to indicate magnetic north, the rod pulling until pointed in correct direction. In Hyperborea, the rod points to Mount Vhuurmithadon, the true centre of the realm. This button also allows wielder to intuit an accurate approximation of underground depth.

The rod of lordly might does not disintegrate upon expenditure of its final charge; rather, it loses all its spell like functions noted above, and buttons #1–5 cease to function, in effect leaving a +2 great mace that indicates magnetic north.

@Staff of the Magus

This staff can be wielded by magicians (and their subclasses). It provides a +2 bonus on magic saving throws and has the following spell-like powers, each cast at 10th level capacity and usable but once per day. Note that each spell that permits a saving throw uses the device category, regardless of spell description: detect magic (0 charges); enlargement (0 charges); hold portal (0 charges); light (0 charges); protection from evil (0 charges); dispel magic (1 charge); fireball (1 charge); invisibility (1 charge); knock (1 charge); lightning bolt (1 charge); pyrotechnics (1 charge); web (1 charge); ice storm (2 charges); passwall (2 charges); summon elemental (2 charges); telekinesis (2 charges); wall of fire (2 charges); control winds (3 charges).

Strike of retribution: To invoke this terrible power, the sorcerer must with great purpose snap the staff over his knee, releasing a 30-foot-radius globe of destruction. The power of this globe is predicated on how many charges the staff has remaining. All creatures within 10 feet suffer damage equal to 8 hp per remaining charge; creatures within 11–20 feet suffer damage equal to 6 hp per remaining charge; and creatures within 21–30 feet suffer damage equal to 4 hp per remaining charge. A device saving throw halves the damage sustained. The sorcerer who breaks the staff has a 3-in-6 chance of being teleported to Saturn; if not, he is incinerated by the explosion.

@Staff of Necromancy

The exterior of this gnarled, twisted staff is charred black, its top formed about the skull of a human sacrifice used to craft the device. It is usable by magicians, clerics, necromancers, witches, priests, and shamans, of Neutral or Evil alignment; Neutral characters will exhibit Evil tendencies with prolonged use. A Good character who touches the staff suffers a jolt of negative energy for 5d4 hp damage. The staff of necromancy has the following powers, all exercised at 9th level capacity. Note that each spell that permits a saving throw uses the device category, regardless of spell description: detect undead (1 charge); ray of enfeeblement (1 charge); vampiric touch (1 charge); animate dead (2 charges); gelatinize bones (3 charges); finger of death (5 charges). At the wielder’s will, the staff of necromancy can be transformed into a cudgel of bone (as the spell) at no charge cost.