Rod of Rulership


Class : C, M, T 
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Charges: 50 - (d10-1)
Enc.: 6
Save.Case:
Save.Rod:
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XP: 8k if full
(160 per charge)
GP: 35k if full
(700 per charge)
Rods
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<8Magic Items8>
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DMG

The individual who possesses this magic rod is able to exercise rulership (command the obedience and fealty) of creatures within 12" when he or she activates the device.

From 200 to 500 HD (or levels of experience) can be ruled, but creatures with 15 or greater intelligence
and 12 or more hit dice/levels are entitled to a saving throw versus magic.
Ruled creatures will obey the wielder of the rod of rulership as if he
or she were their absolute suzerain, but if some command given is
absolutely contrary to the nature of the commanded, the magic will be broken.
The rod takes 5 segments to activate.
Each charge lasts for 1 turn.

The rod cannot be recharged.
 

BS: Rod of Rulership (AD&D game only):
gives a commander a +2 CHA
bonus.