Rod of Lordly Might


Class : F
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Charges: 50 - (d10-1)
Button #1
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Button #2
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Button #3
Button #4
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Button #5
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Button #6
Enc.: 10
Save.Case:
Save.Rod:
XP: 6k if full
(120 per charge)
GP: 20k if full
(400 per charge)
Rods
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Magic Items
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DMG

This rod has functions which are spell-like as well as uses as a magic weapon of different sorts.

It also has several more
mundane workings. The rod of lordly might is metal, thicker than other
rods, with a flanged ball at one end and various studs along its length. It
weighs 10 pounds, thus requiring 16 or greater strength to wield properly
(-1 on "to hit" die rolls for each point of strength below 16).

The spell-like functions of the rod are:

    1. Paralyzation upon touch if the wielder so commands.
        ADQ: What is the duration for the paralyzation
        ability of the Rod of Lordly Might?
        ADA: Paralyzation from the rod lasts 1-4 turns.
        (Polyhedron #16)

    2. Fear upon all enemies viewing i t if the wielder so desires (6" maximum range).

    3. Drain 2-8 HP from the opponent touched and bestow them upon the rod wielder (up to the rod wielder's normal maximum; cf. ring of regeneration).

Each such function draws off 1 charge from the rod.
The functions entitle victims to saving throws versus magic, with the exception of function 3.
above which requires a successful "hit" during melee combat.

The weapon uses of the rod are:

    1. + 2 mace as is.

    2. +1 sword of flame when button #1 is pushed - a blade springs
        forth from the ball, which becomes the hilt, while the handle
        shortens the weapon to an overall length of 3'.

    3. +4 battle axe when button #2 is pushed - blade springs forth at the ball, and the whole lengthens to a 4' length.

    4. +3 spear when button #3 is pushed - the sword blade springs forth,
    and the handle can be lengthened up to 12', for an overall length of
    from 6' minimum to 15' maximum (the latter length highly suitable
    for lance employment).

These functions do not use charges.

The mundane uses of the rod are:

    1. Climbing pole -- when button #4 is pushed a spike which can anchor
    in granite is extruded from the butt, while the tip sprouts 3 sharp
    hooks; the rod lengthens 5' per segment until button #4 is pushed
    again or until 50' is reached. In either case, horizontal bars of 3 inch
    length then fold out from the sides, 1' apart, in staggered progression.
    The rod i s firmly held by spike and hooks and will bear up to
    4,000 pounds (40,000 g.p. equivalent) weight.
    It retracts by pushing button #5.

    2. The same function will force open doors if the rod's base is plonted
    30' or less from the portal to be forced and is in line with it. The force
    exerted is equal to storm giant strength.

    3. When button #6 is pushed the rod will indicate magnetic north and
    give the possessor a knowledge of approximate depth beneath the
    surface (or height above it) he or she is.

These functions do not use charges either.

The rod of lordly might cannot be recharged. When its charges are exhausted,
all spell-like functions cease as do weapon functions 2 and 3, but
the rod continues to work in all other ways.

WSG: Note that even when the rod is out of
charges, it can still be used as (among other things) a climbing
pole, a direction-finder, and an altimeter. A severely encumbered
character must make a successful DEX Check to safely negotiate
the climbing pole whenever it is extended to 20 feet or
more; all other characters can MOVE along the rungs of the pole
with no chance of slipping and falling under normal circumstances.