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Pathfinder Reference Document
Pathfinder Reference Document

Rods

Rods are scepterlike devices that have unique magical powers and usually do not have charges. Anyone can use a rod.

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 because of their hardy construction.) These sturdy items have AC 9, 10 hit points, hardness 10, and a break DC of 27.

Activation: Details relating to rod use vary from item to item. Unless noted otherwise, you must be holding a rod to use its abilities. See the individual descriptions for specifics.

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.

Metamagic Rods: Rods in this special category hold the power to grant metamagic feats to a wielder's spells.

Rods
d%Lesser Medium RodPrice
01Metamagic, merciful, minor1,500 gp
02–34Metamagic (+1 spell level), minor3,000 gp
35–49Immovable rod5,000 gp
50–59Rod of thunderous force5,400 gp
60Metamagic, merciful, normal5,500 gp
61Rod of ice8,500 gp
62–71Metamagic (+2 spell level), minor9,000 gp
72–81Rod of metal and mineral detection10,500 gp
82–86Metamagic (+1 spell level), normal11,000 gp
87–100Rod of cancellation11,000 gp
d%Greater Medium RodPrice
01–03Conduit rod12,000 gp
04–06Grounding rod12,000 gp
07–10Rod of the wayang12,000 gp
11–18Rod of wonder12,000 gp
19Metamagic, merciful, greater12,250 gp
20–29Rod of the python13,000 gp
30–33Trap-stealer's rod13,500 gp
34–55Metamagic (+3 spell level), minor 14,000 gp
56–59Rod of balance15,000 gp
60–63Rod of escape15,000 gp
64–72Rod of flame extinguishing15,000 gp
73–76Rod of ruin16,000 gp
77–80Sapling rod16,650 gp
81–86Rod of beguiling18,000 gp
87–90Rod of nettles18,000 gp
91–100Rod of the viper19,000 gp
d%Lesser Major RodPrice
01–04Suzerain scepter20,000 gp
05–06Fiery nimbus rod22,305 gp
07–13Rod of enemy detection23,500 gp
14–27Metamagic (+1 spell level), greater24,500 gp
28–36Rod of splendor25,000 gp
37–44Rod of withering25,000 gp
45–50Earthbind rod26,500 gp
51–56Rod of the aboleth29,000 gp
57–63Liberator's rod30,000 gp
64–70Metamagic (+2 spell level), normal32,500 gp
71–79Rod of thunder and lightning33,000 gp
80–83Metamagic, quicken, minor35,000 gp
84–94Rod of negation37,000 gp
95–100Rod of steadfast resolve38,305 gp
d%Greater Major RodPrice
01–08Rod of absorption50,000 gp
09–11Rod of flailing50,000 gp
12–26Metamagic (+3 spell level), normal54,000 gp
27–28Rod of rulership60,000 gp
29–30Rod of security61,000 gp
31–32Rod of shadows64,305 gp
33–34Rod of mind mastery67,000 gp
35–37Rod of lordly might70,000 gp
38–57Metamagic (+2 spell level), greater73,000 gp
58Scepter of heaven74,000 gp
59–68Metamagic, quicken, normal75,500 gp
69–70Rod of dwarven might80,000 gp
71–75Rod of alertness85,000 gp
76–95Metamagic (+3 spell level), greater121,500 gp
96–100Metamagic, quicken, greater170,000 gp

Conduit Rod

Price 12,000 gp; Aura moderate abjuration; CL 12th; Weight 5 lbs.

This stout, dense rod is always constructed of highly conductive metal, shot through with weblike veins of white or yellow glass. While a creature holds a conduit rod, she gains electricity resistance 5 as a constant effect as well as a +1 bonus to her effective caster level when casting any spell with the electricity descriptor.

Once per day as a free action, when the wielder of a conduit rod casts a spell with the electricity descriptor, she can teleport anywhere that spell's effect, but is otherwise unaffected by the spell.

Construction Requirements

Cost 6,000 gp

Craft Rod, dimension door, lightning bolt, resist energy

Earthbind Rod

Price 26,500 gp; Aura moderate transmutation; CL 6th; Weight 5 lbs.

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 functions like a +1 light mace, and it grants its wielder a +4 circumstance bonus to its CMD against bull rush, grapple, overrun, reposition, and trip combat maneuvers, but only if the wielder is an oread, has the earth subtype, or is standing on earth or stone. Three times per day, when the wielder hits a creature with this rod, as long as the target of this attack is standing on stone or earth, the wielder can attempt to entangle that creature (Fortitude DC 18 negates) for 1d4 rounds.

Construction Requirements

Cost 13,250 gp

Craft Rod, stone shape

Fiery Nimbus Rod

Price 22,305 gp; Aura moderate evocation; CL 6th; Weight 3 lbs.

This rod functions as a +1 flaming burst light mace. Furthermore, when the rod confirms a critical hit, not only does it deal the extra damage from the flaming burst special ability, a nimbus of cold blue flames ignites the target for 1d4 rounds. This illuminates the target as the faerie fire spell. While the nimbus does not burn the target, it responds to melee attacks made against that foe. Each time an ignited foe takes damage from a melee attack, it takes and additional 1d10 fire damage.

Furthermore, once per day, as a free action, after hitting a foe with this rod, the wielder can surround the target of that attack with the nimbus, which has the same effect as the nimbus created by a confirmed critical hit.

Construction Requirements

Cost 11,305 gp

Craft Wondrous Item, flame blade, flame strike or fireball, fairy fire

Grounding Rod

Price 12,000 gp; Aura faint abjuration; CL 5th; Weight 10 lbs.

This 6-foot-long silver rod is capped with a copper ball at one end, and a multipronged iron spike at the other. Three times per day, the spiked end can be driven into sand, mud, or loose earth as a move action, into dense soil or loose gravel as a standard action, or into stone or harder materials as a full-round action. Once anchored, the rod emits a field that inhibits electrical charges within a 40-foot radius. All creatures within this radius gain resistance 5 to electricity, and anyone attempting to cast a spell with the electricity descriptor must make a caster level check (DC 16) or lose the spell.

Removing the rod from the ground and deactivating it requires the same type of action as anchoring it.

Construction Requirements

Cost 6,000 gp

Craft Rod, dispel magic, lightning bolt, resist energy

Immovable Rod

Price 5,000 gp; Aura moderate transmutation; CL 10th; Weight 5 lbs.

This rod looks like a flat iron bar with a small button on one end. When the button is pushed (a move action), the rod does not move from where it is, even if staying in place defies gravity. Thus, the owner can lift or place the rod wherever he wishes, push the button, and let go. Several immovable rods can even make a ladder when used together (although only two are needed). 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 succeed at a DC 30 Strength check to move the rod up to 10 feet in a single round.

Construction Requirements

Cost 2,500 gp

Craft Rod, levitate

Liberator's Rod

Price 30,000 gp; Aura moderate abjuration; CL 9th; Weight 5 lbs.

This bronze rod is capped with a hollow head formed by sweeping aquiline wings shielding a continual flame. A rod of liberty can be used as a +1 merciful light mace, but while its merciful property is suppressed by the wielder so is the continual flame. On command, the wielder of a rod of liberty may touch a creature that has failed a save against a charm, compulsion, or possession effect. Doing so grants that creature a new saving throw to end the effect. If this new save fails, the effect remains and the rod's touch cannot further affect it.

Once per day on command, the wielder can use break enchantment, as the spell.

Construction Requirements

Cost 15,000 gp

Craft Magic Arms and Armor, Craft Rod, break enchantment, cast out, continual flame

Rod Of Absorption

Price 50,000 gp; Aura strong abjuration; CL 15th; Weight 5 lbs.

This rod absorbs spells or spell-like abilities into itself. The magic absorbed must be a single-target spell or a ray directed at either the character holding the rod or her gear. The rod then nullifies the spell's effect and stores its potential until the wielder releases this energy in the form of spells of her own. She can instantly detect a spell's level as the rod absorbs that spell's energy. Absorption requires no action on the part of the user if the rod is in hand at the time.

A running total of absorbed (and used) spell levels should be kept. The wielder of the rod can use captured spell energy to cast any spell she has prepared without expending the prepared spell itself. The only restrictions are that the levels of spell energy stored in the rod must be equal to or greater than the level of the spell the wielder wants to cast, that any material components required for the spell be present, and that the rod be in the wielder's hand when he casts the spell. For casters such as bards or sorcerers who do not prepare spells, the rod's energy can be used to cast any spell of the appropriate level or levels that they know.

A rod of absorption can absorb a maximum of 50 spell levels and thereafter can only discharge any remaining potential it might have. The rod cannot be recharged. The wielder knows the rod's remaining absorbing potential and current amount of stored energy.

To determine the absorption potential remaining in a newly found rod, roll d% and divide the result by 2. Then roll d% again: on a result of 71–100, half the levels already absorbed by the rod are still stored within.

Construction Requirements

Cost 25,000 gp

Craft Rod, spell turning

Rod Of Alertness

Price 85,000 gp; Aura moderate varies; CL 11th; Weight 4 lbs.

This rod is indistinguishable from a +1 light mace. The rod bestows a +1 insight bonus on initiative checks. If grasped firmly, it enables the wielder to use detect chaos, detect evil, detect good, detect law, detect magic, discern lies, light, or see invisibility. Each different use is a standard action.

If the head of a rod of alertness is planted in the ground and the possessor wills it to alertness (a standard action), the rod senses any creatures within 120 feet that intend to harm the possessor. At the same time, the rod creates the effect of a prayer spell upon all creatures friendly to the possessor in a 20-foot radius. Immediately thereafter, the rod sends forth a mental alert to these friendly creatures, warning them of any unfriendly creatures within the 120-foot radius. These effects last for 10 minutes, and the rod can perform this function once per day. Last, the rod can be used to simulate the casting of an animate objects spell, utilizing any 11 (or fewer) Small objects located roughly around the perimeter of a 5-foot-radius circle centered on the rod when planted in the ground. Objects remain animated for 11 rounds. The rod can perform this function once per day.

Construction Requirements

Cost 42,500 gp

Craft Rod, alarm, animate objects, detect chaos, detect evil, detect good, detect law, detect magic, discern lies, light, prayer, see invisibility

Rod of Balance

Price 15,000 gp; Aura faint abjuration; CL 5th; Weight 5 lbs.

This short, slender rod appears to be crafted from solid iron, though it is incredibly light. In this shortened form, the rod has no powers. However, when the wielder pushes a small button on one end of the rod (a move action), the rod springs open to a 5-foot length, and its powers become available for use.

Once extended, the rod possesses several powers that add to the wielder's acrobatic abilities. The wielder of the rod receives a +10 competence bonus on all Acrobatics checks involving long jumps and high jumps; additionally, the wielder covers double the normal distance for a jump when making an Acrobatics check. The individual holding the rod also gain a +4 dodge bonus to AC when fighting defensively instead of the usual +2 bonus. Also, while using this item, the user of the rod cannot be knocked prone, and takes only half damage from falling. A rod of balance emits a faint aura of the abjuration and transmutation schools.

Construction Requirements

Cost 7,500 gp

Craft Rod, cat's grace, feather fall, jump

Rod of Beguiling

Price 18,000 gp; Aura faint abjuration; CL 5th; Weight 5 lbs.

This eye-catching rod is bedecked with glittering spangles. The wielder gains a +5 competence bonus on Bluff and Sleight of Hand checks, as well as on opposed Charisma checks to give commands to charmed creatures..

A rod of beguiling allows a bard's fascinate, suggestion, and mass suggestion bardic performance to take effect as if she were 5 levels higher, and grants a +5 bonus on a bard's Perform checks when using distraction.

Construction Requirements

Cost 9,000 gp

Craft Rod, hypnosis

Rod of Cancellation

Price 11,000 gp; Aura strong abjuration; CL 17th; Weight 5 lbs.

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 successful DC 23 Will save to prevent the rod from draining it. If a creature is holding it at the time, then the item can use the holder's Will save bonus in place of its own if the holder's is better. In such cases, contact is made by making a melee touch attack roll. Upon draining an item, the rod becomes brittle and cannot be used again. Drained items are only restorable by a wish or miracle spell. If a sphere of annihilation and a rod of cancellation negate each other, nothing can restore either of them.

Construction Requirements

Cost 5,500 gp

Craft Rod, mage's disjunction

Rod of Dwarven Might

Price 80,000 gp; Aura strong transmutation; CL 19th; Weight 10 lbs.

This dwarven version of the more famous rod of lordly might has no spell-like powers; however, when wielded by a dwarf, it increases all AC, attack roll, CMD, CMB, and saving throw bonuses from a dwarf's racial traits by +1. The rod shares the mundane powers of a rod of lordly might, but its magical weapon forms are tailored to dwarven preferences.

Construction Requirements

Cost 40,000 gp

Craft Magic Arms and Armor, Craft Rod, bull's strength, telekinesis, creator must be a dwarf

Rod Of Enemy Detection

Price 23,500 gp; Aura moderate divination; CL 10th; Weight 5 lbs.

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. The detection range is 60 feet. If the bearer of the rod concentrates for a full round, the rod pinpoints the location of the nearest enemy and indicates how many enemies are within range. The rod can be used to pinpoint enemies three times each day, each use lasting up to 10 minutes. Activating the rod is a standard action.

Construction Requirements

Cost 11,750 gp

Craft Rod, true seeing

Rod of Escape

Price 15,000 gp; Aura faint evocation; CL 5th; Weight 5 lbs.

Wrought from cold iron, this rod allows its wielder to escape from even the tightest of bonds or grasps. If an opponent grapples the wielder of this rod, the ends of the rod extend, flailing about in an attempt to free the user. The rod's wielder gains a +5 bonus to CMD when attempting to evade or break out of a grapple; additionally, the holder cannot be pinned while wielding the rod.

The rod's wielder gains a +5 competence bonus on Escape Artist checks when restrained by nonmagical and inanimate means, such as ropes or manacles. The rod's owner does not need to be holding the rod to gains this bonus; it must merely be on the owner's person.

Construction Requirements

Cost 7,500 gp

Craft Rod, bull's strength, cat's grace, shatter

Rod Of Flailing

Price 50,000 gp; Aura moderate enchantment; CL 9th; Weight 5 lbs.

Upon the command of its possessor, this rod activates, changing from a normal-seeming rod to a +3/+3 dire flail. The dire flail is a double weapon, which means that each of the weapon's heads can be used to attack. The wielder can gain an extra attack (with the second head) at the cost of making all attacks at a –2 penalty (as if she had the Two-Weapon Fighting feat).

Once per day, the wielder can use a free action to cause the rod to grant her a +4 deflection bonus to AC and a +4 resistance bonus on saving throws for 10 minutes. The rod need not be in weapon form to grant this benefit.

Transforming a rod of flailing into a weapon or back into a rod is a move action.

Construction Requirements

Cost 25,000 gp

Craft Magic Arms and Armor, Craft Rod, bless

Rod Of Flame Extinguishing

Price 15,000; Aura strong transmutation; CL 12th; Weight 5 lbs.

This rod can extinguish Medium or smaller nonmagical fires with simply a touch (a standard action). For the rod to be effective against other sorts of fires, the wielder must expend 1 or more of the rod's charges.

Extinguishing a Large or larger nonmagical fire or a magic fire of size Medium or smaller (such as that of a flaming weapon or a burning hands spell), expends 1 charge. Continual magic flames, such as those generated by a weapon or a fire creature, are suppressed for 6 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 have used a ready action, effectively countering the entire spell.

When applied to Large or larger magic fires, such as those caused by fireball, flame strike, or wall of fire, extinguishing the flames expends 2 charges from the rod.

If a rod of flame extinguishing is touched to a creature with the fire subtype by making a successful melee touch attack, the rod deals 6d6 points of damage to the creature. This use requires 3 charges.

A rod of flame extinguishing has 10 charges when found. Spent charges are renewed every day, so that a wielder can expend up to 10 charges in any 24-hour period.

Construction Requirements

Cost 7,500 gp

Craft Rod, pyrotechnics

Rod of Ice

Price 8,500 gp; Aura moderate evocation; CL 9th; Weight 3 lbs.

This rod looks like a long sliver of ice and is cold to the touch, but deals no cold damage to its wielder. The wearer can use the rod to make a melee touch attack that deals 1d4 points of cold damage to any creature struck. Also, once per day on command, the wielder can touch the rod to the ground to create a 30-foot cone of ice that encrusts the earth, affecting the area as per the spell grease.

Construction Requirements

Cost 4,250 gp

Craft Rod, cone of cold

Rod Of Lordly Might

Price 70,000 gp; Aura strong varies; CL 19th; Weight 10 lbs.

This rod has functions that are spell-like, and it can also be used as a magic weapon of various sorts. In addition, it has several more mundane uses. The rod of lordly might is metal and 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 an action equivalent to drawing a weapon, and the rod weighs 10 pounds.

The following spell-like functions of the rod can each be used once per day.

The following functions of the rod have no limit on the number of times they can be employed.

The following other functions of the rod also have no limit on the number of times they can be employed.

Construction Requirements

Cost 35,000 gp

Craft Magic Arms and Armor, Craft Rod, bull's strength, fear, flame blade, hold person, inflict light wounds

Rod of Metal and Mineral Detection

Price 10,500 gp; Aura moderate divination; CL 9th; Weight 5 lbs.

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 30 feet. However, the wielder can also concentrate on a specific metal or mineral. If the specific mineral is within 30 feet, 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 full-round action.

Construction Requirements

Cost 5,250 gp

Craft Rod, locate object

Rod of Mind Mastery

Price 67,000 gp; Aura moderate abjuration and divination; CL 7th; Weight 5 lbs.

This rod is a simple, unadorned piece of clear crystal that has been magically hardened. The wielder of the rod is under a constant nondetection effect, as the spell. Furthermore, the rod has the following powers.

Construction Requirements

Cost 33,500 gp

Craft Rod, detect thoughts, discern lies, nondetection

Rod Of Negation

Price 37,000 gp; Aura strong varies; CL 15th; Weight 5 lbs.

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, attacking as a ray (a ranged touch attack). The ray functions as a greater dispel magic spell, except it only affects magic items. To negate instantaneous effects from an item, the rod's wielder needs to have a readied action. The dispel check uses the rod's caster level (15th). The target item gets no saving throw, although the rod can't negate artifacts (even minor artifacts). A rod of negation can function three times per day.

Construction Requirements

Cost 18,500 gp

Craft Rod, dispel magic, limited wish or miracle

Rod of Nettles

Price 18,000 gp; Aura moderate transmutation; CL 8th; Weight 5 lbs.

This wooden rod is engraved with serrated-edged leaves of stinging nettles. This rod acts as a +1 light mace that deals no damage. Instead, the rod's venomous touch (melee touch attack) deals 1d3 points of Dexterity damage and causes the target to become sickened for 1d6 rounds (DC 14 Fortitude negates the sickened effect and halves the Dexterity damage); on a critical hit, no saving throw is allowed.

Once per day on command, the wielder may touch the rod of nettles to ordinary vegetation, causing a 20-foot cube to become tangled with nettle-choked overgrowth as the overgrowth ability of the plant growth spell. Furthermore, creatures entering or within this area are affected as if touched by the rod, though creatures with a natural armor bonus of +3 or greater are immune to this effect. A creature that saves is unaffected by the area's poison for 24 hours.

Construction Requirements

Cost 9,000 gp

Craft Rod, plant growth, poison

Rod of Ruin

Price 16,000 gp; Aura moderate transmutation; CL 7th; Weight 5 lbs.

This magical item appears to be an old and decaying scepter, with empty sockets for gemstones and rusted iron bands holding its rotting wooden shaft together. Three times per day on command, when the wielder touches the rod to a nonmagical, inanimate object, that object decays, cracks, and withers. The object, which can be no larger than a door or must take up no more than a 5-foot-by-5-foot area, gains the broken condition.

Construction Requirements

Cost 8,000 gp

Craft Rod, disintegrate

Rod Of Rulership

Price 60,000 gp; Aura strong enchantment; CL 20th; Weight 8 lbs.

This rod looks like a royal scepter worth at least 5,000 gp in materials and workmanship alone. The wielder can command the obedience and fealty of creatures within 120 feet when she activates the device (a standard action). Creatures totaling 300 Hit Dice can be ruled, but creatures with Intelligence scores of 12 or higher are each entitled to a DC 16 Will save to negate the effect. 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, the magic is broken. The rod can be used for 500 total minutes before it crumbles to dust. This duration need not be continuous.

Construction Requirements

Cost 32,500 gp

Craft Rod, mass charm monster

Rod Of Security

Price 61,000 gp; Aura strong conjuration; CL 20th; Weight 5 lbs.

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 a period of time—up to 200 days divided by the number of creatures affected. All fractions are 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 abundant. The climate is comfortable for all creatures present. Activating the rod (a standard 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 in a circle or a chain to be affected by the rod. Unwilling creatures get a DC 17 Will save to negate the effect. If an unwilling creature succeeds at its save, other 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.

Construction Requirements

Cost 30,500 gp

Craft Rod, gate

Rod of Shadows

Price 64,305 gp; Aura moderate abjuration; CL 8th; Weight 5 lbs.

This ebon rod is so dark it seems to absorb the light around it. The rod functions as a +2 light mace, and allows its wielder to see in darkness as if she had the see in darkness ability. Three times per day, the wielder can use it to create a deeper darkness effect (caster level 8th). To use this ability, the rod's wielder must touch the target object, which is a standard action that provokes attacks of opportunity.

Construction Requirements

Cost 32,305 gp

Craft Rod, deeper darkness, true seeing

Rod Of Splendor

Price 25,000 gp; Aura strong conjuration and transmutation; CL 12th; Weight 5 lbs.

The possessor of this fantastically bejeweled rod gains a +4 enhancement bonus to her Charisma score for as long as she holds or carries the item. Once per day, the rod garbs her in magically created clothing of the finest fabrics, and adorns her with 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, 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.

The value of the noble garb created by the rod ranges from 7,000 to 10,000 gp (1d4+6 × 1,000 gp)—1,000 gp for the fabric alone, 5,000 gp for the furs, and the rest for the jewels (maximum of 20 gems; maximum value 200 gp each).

In addition, the rod has a second special power, usable once per week. Upon command, it creates a palatial tent—a huge pavilion of silk 60 feet across. Inside the tent are temporary furnishings and food suitable to the splendor of the pavilion and sufficient to entertain as many as 100 people. The tent and its trappings last for 1 day. At the end of that time, the tent and all objects associated with it (including any items that were taken out of the tent) disappear.

Construction Requirements

Cost 12,500 gp

Craft Rod, eagle's splendor, fabricate, major creation

Rod of Steadfast Resolve

Price 38,305 gp; Aura moderate abjuration; CL 9th; Weight 5 lbs.

This rod functions as a +2 light mace. It takes the form of a light mace with a head in the shape of a clenched fist. While a character wields this rod, it grants all his allies within a 20-foot-radius burst a +2 morale bonus on saving throws against fear and emotion effects, or a +4 morale bonus on such saves if the ally has the human subtype.

Also, once per day as an immediate action, the wielder can activate the rod to allow himself or a single ally within the rod's aura to reroll a failed saving throw against a spell or effect with the fear or emotion descriptor. The affected creature must take the result of the reroll, even if it is worse.

Construction Requirements

Cost 19,305 gp

Craft Rod, bless, calm emotion, creator must have the human subtype

Rod of the Aboleth

Price 29,000 gp; Aura moderate transmutation; CL 7th; Weight 5 lbs.

The rod of the aboleth acts as a +1 corrosive light mace. One end of the rod has three eye-shaped rubies imbedded in it, while the other end comes to a sharp point. When exposed to moisture, the surface of the rod takes on a slimy sheen that doesn't affect the wielder's grip. This rod has the following powers.

Construction Requirements

Cost 14,500 gp

Craft Rod, aboleth's lung, acid arrow, touch of the sea

Rod Of The Python

Price 13,000 gp; Aura moderate transmutation; CL 10th; Weight 10 lbs.

Unlike with most rods, one end of this rod curls and twists back on itself in a crook—the tip of this crook sometimes looks like the head of a snake. The rod itself is about 4 feet long and weighs 10 pounds. It strikes as a +1/+1 quarterstaff. If the user throws the rod to the ground (a standard action), it grows to become a constrictor snake by the end of the round. The python obeys all commands of the owner. (In animal form, it retains the +1 enhancement bonus on attack and damage rolls possessed by the rod form.) The serpent returns to rod form (a full-round action) whenever the wielder desires, or whenever it moves farther than 100 feet from the owner. If the snake form is slain, it returns to rod form and cannot be activated again for 3 days. A rod of the python only functions if the possessor is good.

Construction Requirements

Cost 6,500 gp

Craft Magic Arms and Armor, Craft Rod, baleful polymorph, creator must be good

Rod of the Viper

Price 19,000 gp; Aura moderate necromancy; CL 10th; Weight 5 lbs.

This rod strikes as a +2 heavy mace. Once per day, upon the wielder's command, the head of the rod becomes that of an actual serpent for 10 minutes. During this period, any successful strike with the rod deals its usual damage and also poisons the creature hit. This poison deals 1d3 points of Constitution damage per round for 6 rounds. Poisoned creatures can make a DC 16 Fortitude save each round to negate the damage and end the affliction. Multiple hits extend the duration by 3 rounds and increase the DC by 2 for each hit. The rod only functions if its possessor is evil.

Construction Requirements

Cost 9,500 gp

Craft Rod, Craft Magic Arms and Armor, poison, creator must be evil

Rod of the Wayang

Price 12,000 gp; Aura moderate evocation; CL 8th; Weight 5 lbs.

This rod is lacquered jet black, covered with bright white runes, and capped with crown of jagged smoky quartz. When the rod's wielder casts a spell of the shadow subschool, she increases the DC of that spell's saving throw by 1. Furthermore, once per day on command, wielder can treat positive and negative energy effects as if she were an undead creature, taking damage from positive energy and healing damage from negative energy. This ability lasts for 1 minute unless dismissed as a free action.

Construction Requirements

Cost 6,000 gp

Craft Rod, shadow conjuration greater, shadow evocation greater

Rod Of Thunder And Lightning

Price 33,000 gp; Aura moderate evocation; CL 9th; Weight 5 lbs.

Constructed of iron set with silver rivets, this rod has the properties of a +2 light mace. Its other powers are as follows.

Construction Requirements

Cost 16,500 gp

Craft Magic Arms and Armor, Craft Rod, lightning bolt, shout

Rod of Thunderous Force

Price 5,400 gp; Aura moderate evocation; CL 9th; Weight 5 lbs.

This mahogany rod is etched with the image of whirling storm clouds. Once per day on command, the wielder can slam the rod against the ground, releasing a concussive wave of sonic and force energy. This creates a 20-foot radius burst centered on the wielder. While it causes no damage, those within the burst must succeed at a DC 19 Fortitude save or fall prone and be deafened for 1d4 rounds. The wielder is unaffected by this blast. This effect is a force and sonic effect.

Construction Requirements

Cost 2,700 gp

Craft Rod, blindness/deafness, wall of force

Rod Of Withering

Price 25,000 gp; Aura strong necromancy; CL 13th; Weight 5 lbs.

A rod of withering acts as a +1 light mace that deals no hit point damage. Instead, the wielder deals 1d4 points of Strength damage and 1d4 points of Constitution damage to any creature she touches with the rod (by making a melee touch attack). If she scores a critical hit, the damage from that hit is permanent ability drain. In either case, the defender negates the effect with a DC 17 Fortitude save.

Construction Requirements

Cost 12,500 gp

Craft Magic Arms and Armor, Craft Rod, contagion

Rod Of Wonder

Price 12,000 gp; Aura moderate enchantment; CL 10th; Weight 5 lbs.

A rod of wonder is a strange and unpredictable device that randomly generates any number of weird effects each time it is used. Activating the rod is a standard action. Typical powers of the rod include the following.

d%Wondrous Effect
01–05Target affected by slow for 10 rounds (Will DC 15 negates).
06–10Faerie fire surrounds the target.
11–15Deludes the wielder for 1 round into believing the rod functions as indicated by a second die roll (no save).
16–20 Gust of wind, but at windstorm force (Fortitude DC 14 negates).
21–25 Wielder learns the target's surface thoughts (as with detect thoughts) for 1d4 rounds (no save).
26–30 Stinking cloud appears at 30-foot range (Fortitude DC 15 negates).
31–33 Heavy rain falls for 1 round in 60-foot radius centered on the rod wielder.
34–36 Summons an animal—a rhino (01–25 on d%), elephant (26–50), or mouse (51–100).
37–46 Lightning bolt (70 foot long, 5 foot wide), 6d6 points of damage (Reflex DC 15 half).
47–49A stream of 600 large butterflies pours forth and flutters around for 2 rounds, blinding everyone within 25 foot (Reflex DC 14 negates).
50–53Target is affected by enlarge person if within 60 feet of rod (Fortitude DC 13 negates).
54–58Darkness, 30-foot-diameter hemisphere, centered 30 feet away from rod.
59–62Grass grows in 160-square-foot area before the rod, or grass existing there grows to 10 times its normal size.
63–65Any nonliving object of up to 1,000 pounds of mass and up to 30 cubic feet in size turns ethereal.
66–69 Reduce wielder two size categories (no save) for 1 day.
70–79Fireball at target or 100 feet straight ahead, 6d6 points of damage (Reflex DC 15 half).
80–84 Invisibility covers the rod's wielder.
85–87Leaves grow from the target if within 60 feet of the rod. These last 24 hours.
88–9010–40 gems, value 1 gp each, shoot forth in a 30-foot-long stream. Each gem deals 1 point of damage to any creature in its path: roll 5d4 for the number of hits and divide them among the available targets.
91–95Shimmering colors dance and play over a 40-foot-by-30-foot area in front of rod. Creatures therein are blinded for 1d6 rounds (Fortitude DC 15 negates).
96–97 Wielder (50% chance) or the target (50% chance) turns permanently blue, green, or purple (no save).
98–100Flesh to stone (or stone to flesh if the target is stone already) if the target is within 60 feet (Fortitude DC 18 negates).

Construction Requirements

Cost 6,000 gp

Craft Rod, confusion, creator must be chaotic

Sapling Rod

Price 16,650 gp; Aura moderate conjuration and transmutation; CL 9th; Weight 5 lbs.

This rod appears to be the limbless trunk and branching roots of a miniature tree. It grants its wielder a +5 competence bonus on Survival checks to get along in the wild and to keep from getting lost. Additionally the wielder and any allies within a 20-foot radius of the wielder gain the benefits of the ranger's woodland stride class feature.

If thrust into any natural ground or earth and allowed to stand for 1 hour, the rod grows and blooms into a large tree bearing edible fruit. A sapling rod produces 2d4 pieces of fruit. A creature that consumes an entire piece of fruit gains the benefits of either a cure moderate wounds or lesser restoration spell (recipient's choice). Consuming a piece of fruit from a sapling rod is a full-round action that provokes attacks of opportunity, and no single creature can benefit from more than two piece of fruit from a single blooming. A sapling rod can bloom once per week and after doing so reverts to its original state after all the fruit is picked, or after 24 hours, whichever comes first. Fruit harvested from the tree lasts for 24 hours before shriveling into useless husks.

Construction Requirements

Cost 8,325 gp

Craft Rod, cure moderate wounds, grove of respite, lesser restoration

Scepter of Heaven

Price 74,000 gp; Aura moderate evocation; CL 10th; Weight 3 lbs.

This ornate scepter of bronze and mithral has a flanged head like a golden-white sunburst. A scepter of heaven acts as a +1 evil outsider bane morningstar. The scepter has the following powers when wielded by a good-aligned creature.

If the wielder of a scepter of heaven wears a crown of heaven, the scepter's caster level increases to 15th (increasing its aura to strong) and, when used as a weapon, it gains the holy property. A good-aligned wielder may also use holy smite, holy sword, and holy word, as the spells, once per day each.

A scepter of heaven is of good alignment, and any evil creature attempting to wield one gains one negative level. The negative level remains as long as the rod is in hand and disappears when the rod is no longer held. This negative level cannot be overcome in any way (including restoration spells) while the rod is being held.

Construction Requirements

Cost 37,000 gp

Craft Magic Arms and Armor, Craft Rod, bless weapon, dispel evil, holy smite, holy sword, holy word, spear of purity, creator must be good

Suzerain Scepter

Price 20,000 gp; Aura moderate enchantment; CL 7th; Weight 5 lbs.

This ornately bejeweled baton confers the mark of rightful rulership on its bearer. The wielder of this scepter gains a +5 competence bonus on Knowledge (nobility) and Diplomacy checks. Furthermore, once per day, and on command, the wielder can affect up to seven living creatures with good hope, as the spell. If the wielder of a suzerain scepter has the Leadership feat, she may attract double the normal number of followers for her Leadership score; however, if the rod is out of the wielder's possession for more than 1 week these extra followers leave. In addition, a suzerain scepter radiates a continuous bless effect that affects any cohort, follower, animal companion, familiar, special mount, or creature charmed or summoned by the wielder (but not called creatures or those under dominate or other compulsion effects). Whenever the wielder creates an effect that provides a morale bonus to such creatures (not including the scepter's bless effect), that bonus increases by 1.

Construction Requirements

Cost 10,000 gp

Craft Rod, Leadership, bless, good hope, greater command, the creator must have the Leadership feat

Trap-Stealer's Rod

Price 13,500 gp; Aura strong transmutation; CL 15th; Weight 5 lbs.

This sturdy iron rod is forged with pronounced angles to allow for strong gripping, inscribed with images and sayings of trickster figures from myths and common folklore. Hooked at one end, a trap-stealer's rod functions as an exceptional crowbar, granting the user a +4 circumstance bonus on Strength checks made to force open a door or chest when using it to do such.

In addition, on command, the wielder can transform the rod into a magical set of thieves' tools. Using these grant a +4 competence bonus on Disable Device checks. The wielder can transform these tools into the rod again with a command.

Lastly, if the rod's bearer successfully disables a trap with the thieves' tools and beats the DC to disable the trap by 5 or more, he can magically steal the disabled trap. A stolen trap disappears from the surrounding area, siphoned into extradimensional space that is connected to the rod. Terrain around the trap reworks itself as if the trap never had existed, though doorways and portals that supported a trap remain unaffected. At any time during the next 24 hours, the rod's wielder can place the stored trap in a new location where it operates as normal. The new location must be able to support the trap's placement; for example a stolen pit trap could be taken from a dungeon floor and replaced on a dirt road, but not upon the surface of a river or lake, and the effectiveness of the placement is subject to GM discretion. Placing a stolen trap into a location that does not support it wastes the effect and magically transports the trap back to its original location. Whether successfully placed into a new location or not, a stolen trap returns to its original location after 24 hours. This ability functions once per day.

Construction Requirements

Cost 6,750 gp

Craft Rod, create pit, knock, plane shift

Metamagic Rods

Metamagic rods hold the essence of a metamagic feat, allowing the user to apply metamagic effects to spells (but not spell-like abilities) as they are cast. This does not change the spell slot of the altered spell. All the rods described here are use-activated (but casting spells in a threatened area still draws an attack of opportunity). A caster may only use one metamagic rod on any given spell, but it is permissible to combine a rod with metamagic feats possessed by the rod's wielder. In this case, only the feats possessed by the wielder adjust the spell slot of the spell being cast.

Possession of a metamagic rod does not confer the associated feat on the owner, only the ability to use the given feat a specified number of times per day. A sorcerer still must take a full-round action when using a metamagic rod, just as if using a metamagic feat he possesses (except for quicken metamagic rods, which can be used as a swift action).

Lesser and Greater Metamagic Rods: Normal metamagic rods can be used with spells of 6th level or lower. Lesser rods can be used with spells of 3rd level or lower, while greater rods can be used with spells of 9th level or lower.

Metamagic Rods (+1 Spell Level)
d%Metamagic Rod Type
01–04Bouncing Spell
05–09Disruptive Spell
10–14Ectoplasmic Spell
15–19Elemental Spell
20–31Enlarge Spell
32–43Extend Spell
44–48Flaring Spell
49–53Focused Spell
54–58Intensified Spell
59–63Lingering Spell
64–68Piercing Spell
69–73Reach Spell
74–78Rime Spell
79–83Selective Spell
84–95Silent Spell
96–100Toppling Spell
Metamagic Rods (+2 Spell Level)
d%Metamagic Rod Type
01–11Burning Spell
12–22Concussive Spell
23–40Empower Spell
41–51Persistent Spell
52–62Sickening Spell
63–75Thanatopic Spell
76–88Threnodic Spell
89–100Thundering Spell
Metamagic Rods (+3 Spell Level)
d%Metamagic Rod Type
01–20Dazing Spell
21–40Echoing Spell
41–70Maximize Spell
71–100Widen Spell

Bouncing Metamagic Rod

Price Varies; Aura strong (no school); CL17th; Weight 5 lbs.

Lesser bouncing metamagic rod 3,000 gp; Bouncing metamagic rod 11,000 gp; Greater bouncing metamagic rod 24,500 gp

The wielder can cast up to three spells per day that bounce as though using the Bouncing Spell feat .

Construction Requirements

Cost varies

Lesser bouncing metamagic rod 1,500 gp; Bouncing metamagic rod 5,500 gp; Greater bouncing metamagic rod 12,250 gp

Craft Rod, Bouncing Spell

Burning Metamagic Rod

Price Varies; Aura strong (no school); CL 17th; Weight 5 lbs.

Lesser burning metamagic rod 9,000 gp; Burning metamagic rod 32,500 gp; Greater burning metamagic rod 73,000 gp

The wielder can cast up to three spells per day that deal extra acid or fire damage as though using the Burning Spell feat.

Construction Requirements

Cost varies

Lesser burning metamagic rod 4,500 gp; Burning metamagic rod 16,250 gp; Greater burning metamagic rod 36,500 gp

Craft Rod, Burning Spell

Concussive Metamagic Rod

Price Varies; Aura strong (no school); CL 17th; Weight 5 lbs.

Lesser concussive metamagic rod 9,000 gp; Concussive metamagic rod 32,500 gp; Greater concussive metamagic rod 73,000 gp

Up to three times per day the wielder can cast a spell with the sonic descriptor that causes those who take damage from that spell to take a –2 penalty on attack rolls, saving throws, skill checks, and ability checks for a number of rounds equal to the actual spell level of the spell cast as though using the Concussive Spell feat.

Construction Requirements

Cost varies

Lesser concussive metamagic rod 4,500 gp; Concussive metamagic rod 16,250 gp; Greater concussive metamagic rod 36,500 gp

Craft Rod, Concussive Spell

Dazing Metamagic Rod

Price Varies; Aura strong (no school); CL 17th; Weight 5 lbs.

Lesser dazing metamagic rod 14,000 gp; Dazing metamagic rod 54,000 gp; Greater metamagic rod 121,500 gp

The wielder can cast up to three spells per day that daze affected creatures as though using the Dazing Spell feat.

Construction Requirements

Cost varies

Lesser dazing metamagic rod 7,000 gp; Dazing metamagic rod 27,000 gp; Greater dazing metamagic rod 60,750 gp

Craft Rod, Dazing Spell

Disruptive Metamagic Rod

Price Varies; Aura strong (no school); CL 17th; Weight 5 lbs.

Lesser disruptive metamagic rod 3,000 gp; Disruptive metamagic rod 11,000 gp; Greater disruptive metamagic rod 24,500 gp

The wielder can cast up to three spells per day that are disruptive as though using the Disruptive Spell feat.

Construction Requirements

Cost varies

Lesser disruptive metamagic rod 1,500 gp; Dazing disruptive rod 5,500 gp; Greater disruptive metamagic rod 12,250 gp

Craft Rod, Disruptive Spell

Echoing Metamagic Rod

Price Varies; Aura strong (no school); CL 17th; Weight 5 lbs.

Lesser echoing metamagic rod 14,000 gp; Echoing metamagic rod 54,000 gp; Greater echoing metamagic rod 121,500 gp

The wielder can cast up to three spells per day that can be cast an additional time that day as if using the Echoing Spell feat.

Construction Requirements

Cost varies

Lesser echoing metamagic rod 7,000 gp; Echoing metamagic rod 27,000 gp; Greater echoing metamagic rod 60,750 gp

Craft Rod, Echoing Spell

Ectoplasmic Metamagic Rod

Price Varies; Aura strong (no school); CL 17th; Weight 5 lbs.

Lesser ectoplasmic metamagic rod 3,000 gp; Ectoplasmic metamagic rod 11,000 gp; Greater ectoplasmic metamagic rod 24,500 gp

The wielder can cast up to three spells per day that have full effect against incorporeal creatures, as though she were using the Ectoplasmic Spell feat.

Construction Requirements

Cost varies

Lesser ectoplasmic metamagic rod 1,500 gp; Ectoplasmic metamagic rod 5,500 gp; Greater ectoplasmic metamagic rod 12,250 gp

Craft Rod, Ectoplasmic Spell

Elemental Metamagic Rod

Price Varies; Aura strong (no school); CL 17th; Weight 5 lbs.

Lesser elemental metamagic rod 3,000 gp; Elemental metamagic rod 11,000 gp; Greater elemental metamagic rod 24,500 gp

Each elemental metamagic rod is built with the power to control and transform a specific energy type (acid, cold, electricity, or fire). The wielder can cast up to three spells per day that deal damage of the rod's energy type instead of the spell's normal damage type, as though using the Elemental Spell feat. For example, an elemental metamagic rod (cold) always makes spells deal cold damage.

Construction Requirements

Cost varies

Lesser elemental metamagic rod 1,500 gp; Elemental metamagic rod 5,500 gp; Greater elemental metamagic rod 12,250 gp

Craft Rod, Elemental Spell

Empower Metamagic Rod

Price Varies; Aura strong (no school); CL 17th; Weight 5 lbs.

Lesser empower metamagic rod 9,000 gp; Empower metamagic rod 32,500 gp; Greater empower metamagic rod 73,000 gp

The wielder can cast up to three spells per day that are empowered as though using the Empower Spell feat.

Construction Requirements

Cost varies

Lesser empower metamagic rod 4,500 gp; Empower metamagic rod 16,250 gp; Greater empower metamagic rod 36,500 gp

Craft Rod, Empower Spell

Enlarge Metamagic Rod

Price Varies; Aura strong (no school); CL 17th; Weight 5 lbs.

Lesser enlarge metamagic rod 3,000 gp; Enlarge metamagic rod 11,000 gp; Greater enlarge metamagic rod 24,500 gp

The wielder can cast up to three spells per day that are enlarged as though using the Enlarge Spell feat.

Construction Requirements

Cost varies

Lesser enlarge metamagic rod 1,500 gp; Enlarge metamagic rod 5,500 gp; Greater enlarge metamagic rod 12,250 gp

Craft Rod, Enlarge Spell

Extend Metamagic Rod

Price Varies; Aura strong (no school); CL 17th; Weight 5 lbs.

Lesser extend metamagic rod 3,000 gp; Extend metamagic rod 11,000 gp; Greater extend metamagic rod 24,500 gp

The wielder can cast up to three spells per day that are extended as though using the Extend Spell feat.

Construction Requirements

Cost varies

Lesser extend metamagic rod 1,500 gp; Extend metamagic rod 5,500 gp; Greater extend metamagic rod 12,250 gp

Craft Rod, Extend Spell

Flaring Metamagic Rod

Price Varies; Aura strong (no school); CL 17th; Weight 5 lbs.

Lesser flaring metamagic rod 3,000 gp; Flaring metamagic rod 11,000 gp; Greater flaring metamagic rod 24,500 gp

The wielder can cast up to three spells per day with the electricity, fire, or light descriptor that dazzle creatures that take damage from that spell for a number of rounds equal to the actual level of that spell as though using the Flaring Spell feat.

Construction Requirements

Cost varies

Lesser flaring metamagic rod 1,500 gp; Flaring metamagic rod 5,500 gp; Greater flaring metamagic rod 12,500 gp

Craft Rod, Flaring Spell

Focused Metamagic Rod

Price Varies; Aura strong (no school); CL 17th; Weight 5 lbs.

Lesser focused metamagic rod 3,000 gp; Focused metamagic rod 11,000 gp; Greater focused metamagic rod 24,500 gp

The wielder can cast up to three spells per day that are focused as though using the Focused Spell feat.

Construction Requirements

Cost varies

Lesser focused metamagic rod 1,500 gp; Focused metamagic rod 5,500 gp; Greater focused metamagic rod 12,250 gp

Craft Rod, Focused Spell

intensified Metamagic Rod

Price Varies; Aura strong (no school); CL 17th; Weight 5 lbs.

Lesser intensified metamagic rod 3,000 gp; Intensified metamagic rod 11,000 gp; Greater intensified metamagic rod 24,500 gp

The wielder can cast up to three spells per day that are intensified as though using the Intensified Spell feat.

Construction Requirements

Cost varies

Lesser intensified metamagic rod 1,500 gp; Intensified metamagic rod 5,500 gp; Greater intensified metamagic rod 12,250 gp

Craft Rod, Intensified Spell

lingering Metamagic Rod

Price Varies; Aura strong (no school); CL 17th; Weight 5 lbs.

Lesser lingering metamagic rod 3,000 gp; Lingering metamagic rod 11,000 gp; Greater lingering metamagic rod 24,500 gp

The wielder can cast up to three spells per day that linger for 1 round as though using the Lingering Spell feat.

Construction Requirements

Cost varies

Lesser lingering metamagic rod 1,500 gp; Lingering metamagic rod 5,500 gp; Greater lingering metamagic rod 12,250 gp

Craft Rod, Lingering Spell

Maximize Metamagic Rod

Price Varies; Aura strong (no school); CL 17th; Weight 5 lbs.

Lesser maximize metamagic rod 14,000 gp; Maximize metamagic rod 54,000 gp; Greater maximize metamagic rod 121,500 gp

The wielder can cast up to three spells per day that are maximized as though using the Maximize Spell feat.

Construction Requirements

Cost varies

Lesser maximize metamagic rod 7,000 gp; Maximize metamagic rod 27,000 gp; Greater maximize metamagic rod 60,750 gp

Craft Rod, Maximize Spell

Merciful Metamagic Rod

Price Varies; Aura strong (no school); CL 17th; Weight 5 lbs.

Lesser merciful metamagic rod 1,500 gp; Merciful metamagic rod 5,500 gp; Greater merciful metamagic rod 12,250 gp

The wielder can cast up to three spells per day that deal nonlethal damage as though using the Merciful Spell feat.

Construction Requirements

Cost varies

Lesser merciful metamagic rod 750 gp; Merciful metamagic rod 2,750 gp; Greater merciful metamagic rod 6,125 gp

Craft Rod, Merciful Spell

Persistent Metamagic Rod

Price Varies; Aura strong (no school); CL 17th; Weight 5 lbs.

Lesser persistent metamagic rod 9,000 gp; Persistent metamagic rod 32,500 gp; Greater persistent metamagic rod 73,000 gp

The wielder can cast up to three spells per day as though using the Persistent Spell feat.

Construction Requirements

Cost varies

Lesser persistent metamagic rod 4,500 gp; Persistent metamagic rod 16,250 gp; Greater persistent metamagic rod 36,500 gp

Craft Rod, Persistent Spell

Piercing Metamagic Rod

Price Varies; Aura strong (no school); CL 17th; Weight 5 lbs.

Lesser piercing metamagic rod 3,000 gp; Piercing metamagic rod 11,000 gp; Greater piercing metamagic rod 24,500 gp

The wielder can cast up to three spells per day that overcome the spell resistance of a target as though use the Piercing Spell feat.

Construction Requirements

Cost varies

Lesser piercing metamagic rod 1,500 gp; Piercing metamagic rod 5,500 gp; Greater piercing metamagic rod 12,250 gp

Craft Rod, Piercing Spell

Quicken Metamagic Rod

Price Varies; Aura strong (no school); CL 17th; Weight 5 lbs.

Lesser quicken metamagic rod 35,000 gp; Quicken metamagic rod 75,500 gp; Greater quicken metamagic rod 170,000 gp

The wielder can cast up to three spells per day that are quickened as though using the Quicken Spell feat.

Construction Requirements

Cost varies

Lesser quicken metamagic rod 17,500 gp; Quicken metamagic rod 37,750 gp; Greater quicken metamagic rod 85,000 gp

Craft Rod, Quicken Spell

Reach Metamagic Rod

Price Varies; Aura strong (no school); CL 17th; Weight 5 lbs.

Lesser reach metamagic rod 3,000 gp; Reach metamagic rod 11,000 gp; Greater reach metamagic rod 24,500 gp

The wielder can cast up to three spells per day with a one-step increase in their range category (such as from close to medium, or medium to long) as though using the Reach Spell feat.

Construction Requirements

Cost varies

Lesser reach metamagic rod 1,500 gp; Reach metamagic rod 5,500 gp; Greater reach metamagic rod 12,250 gp

Craft Rod, Reach Spell

Rime Metamagic Rod

Price Varies; Aura strong (no school); CL 17th; Weight 5 lbs.

Lesser rime metamagic rod 3,000 gp; Rime metamagic rod 11,000 gp; Greater rime metamagic rod 24,500 gp

The wielder can cast up to three spells with the cold descriptor per day that entangle creatures that take cold damage from that spell for a number of rounds equal to the spell's actual level as though using the Rime Spell feat.

Construction Requirements

Cost varies

Lesser rime metamagic rod 1,500 gp; Rime metamagic rod 5,500 gp; Greater rime metamagic rod 12,250 gp

Craft Rod, Rime Spell

Selective Metamagic Rod

Price Varies; Aura strong (no school); CL 17th; Weight 5 lbs.

Lesser selective metamagic rod 3,000 gp; Selective metamagic rod 11,000 gp; Greater selective metamagic rod 24,500 gp

The wielder can cast up to three spells per day as though using the Selective Spell feat. For each spell, he can select up to four creatures of his choice within the area that are unaffected.

Construction Requirements

Cost varies

Lesser selective metamagic rod 1,500 gp; Selective metamagic rod 5,500 gp; Greater selective metamagic rod 12,250 gp

Craft Rod, Selective Spell

Sickening Metamagic Rod

Price Varies; Aura strong (no school); CL 17th; Weight 5 lbs.

Lesser sickening metamagic rod 9,000 gp; Sickening metamagic rod 32,500 gp; Greater sickening metamagic rod 73,000 gp

The wielder can cast up to three spells per day that sicken affected creatures as though using the Sickening Spell feat.

Construction Requirements

Cost varies

Lesser sickening metamagic rod 4,500 gp; Sickening metamagic rod 16,250 gp; Greater sickening metamagic rod 36,500 gp

Craft Rod, Sickening Spell

Silent Metamagic Rod

Price Varies; Aura strong (no school); CL 17th; Weight 5 lbs.

Lesser silent metamagic rod 3,000 gp; Silent metamagic rod 11,000 gp; Greater silent metamagic rod 24,500 gp

The wielder can cast up to three spells per day without verbal components as though using the Silent Spell feat.

Construction Requirements

Cost varies

Lesser silent metamagic rod 1,500 gp; Silent metamagic rod 5,500 gp; Greater silent metamagic rod 12,250 gp

Craft Rod, Silent Spell

Thanatopic Metamagic Rod

Price Varies; Aura strong (no school); CL 17th; Weight 5 lbs.

Lesser thanatopic metamagic rod 9,000 gp; Thanatopic metamagic rod 32,500 gp; Greater thanatopic metamagic rod 73,000 gp

The wielder can cast up to three spells per day that are affected as though using the Thanatopic Spell feat.

Construction Requirements

Cost varies

Lesser thanatopic metamagic rod 4,500 gp; Thanatopic metamagic rod 16,250 gp; Greater thanatopic metamagic rod 36,500 gp

Craft Rod, Thanatopic Spell

Threnodic Metamagic Rod

Price Varies; Aura strong (no school); CL 17th; Weight 5 lbs.

Lesser threnodic metamagic rod 9,000 gp; Threnodic metamagic rod 32,500 gp; Greater threnodic metamagic rod 73,000 gp

The wielder can cast up to three spells per day that are affected as though by the Threnodic Spell feat.

Construction Requirements

Cost varies

Lesser threnodic metamagic rod 4,500 gp; Threnodic metamagic rod 16,250 gp; Greater threnodic metamagic rod 36,500 gp

Craft Rod, Threnodic Spell

Thundering Metamagic Rod

Price Varies; Aura strong (no school); CL 17th; Weight 5 lbs.

Lesser thundering metamagic rod 9,000 gp; Thundering metamagic rod 32,500 gp; Greater thundering metamagic rod 73,000 gp

The wielder can cast up to three spells per day that deafen affected creatures as though using the Thundering Spell feat.

Construction Requirements

Cost varies

Lesser thundering metamagic rod 4,500 gp; Thundering metamagic rod 16,250 gp; Greater thundering metamagic rod 36,500 gp

Craft Rod, Thundering Spell

Toppling Metamagic Rod

Price Varies; Aura strong (no school); CL 17th; Weight 5 lbs.

Lesser toppling metamagic rod 3,000 gp; Toppling metamagic rod 11,000 gp; Greater toppling metamagic rod 24,500 gp

The wielder can cast up to three spells with the force descriptor per day that are affected as though the spells were augmented with the Toppling Spell feat.

Construction Requirements

Cost varies

Lesser toppling metamagic rod 1,500 gp; Toppling metamagic rod 5,500 gp; Greater toppling metamagic rod 12,250 gp

Craft Rod, Toppling Spell