CHAPTER 4:EPIC MAGICITEMSand cures the wielder of a like amount of damage (Willsave DC 26). The wielder must choose to use this powerbefore attacking, as with dominate person.The following weapon uses of the rod have no limits ontheir use.• In its normal form, the rod can be used as a +6heavy mace.• When button 1 is pushed, the rod becomes a +3longsword of fiery blasting.• When button 2 is pushed, the rod becomes a +8battleaxe.• When button 3 is pushed, the rod becomes a +10shortspear or +10 longspear.The following mundane uses of the rod also haveno limits on their use.• Climbing pole/ladder: When button 4 is pushed, aspike that can anchor in granite is extruded fromthe ball, while the other end sprouts three sharphooks. The rod lengthens to anywhere between 5 and150 feet in a single round; stopping when button 4 ispushed again. Horizontal bars 3 inches long fold outfrom the sides, 1 foot apart, in staggered progression.The rod is firmly held by the spike and hooks and canbear up to 10,000 pounds. The wielder can retract thepole by pushing button 5.• The ladder function can be used to force opendoors. The wielder plants the rod’s base 30 feet orless from the portal to be forced and in line withit, then pushes button 4. The force exerted has aStrength bonus of +24.• When button 6 is pushed, the rod indicatesmagnetic north and gives the wielder a knowledgeof his approximate depth beneath the surface orheight above it.Caster <strong>Level</strong>: 30th; Prerequisites: Craft Rod, Craft <strong>Epic</strong>Rod, Craft Magic Arms and Armor. Craft <strong>Epic</strong> MagicArms and Armor, cure critical wounds, inflict critical wounds,bull’s strength, fireball, dominate person, power word stun;Market Price: 4,293,432 gp; Cost to Create: 2,151,372 gp +52,841 XP.<strong>Epic</strong> Negation: This rod negates the spell or spell-likefunction or functions of magic items, including epicmagic items (but not artifacts). The wielder points the rodat the magic item, and a pale gray beam shoots forth totouch the target device, attacking as a ray (a ranged touchattack). The ray negates any currently active item functionand has a 75% chance to negate any other spell orspell-like functions of that device, regardless of the levelor power of the functions, for 2d4 rounds. To negateinstantaneous effects, the rod wielder needs to have readiedan action. The target item gets no saving throw ormeans to resist this effect. The rod can function threetimes per day.Caster <strong>Level</strong>: 24th; Prerequisites: Craft Rod, Craft <strong>Epic</strong>Rod, dispel magic, limited wish or miracle; Market Price:446,000 gp.<strong>Epic</strong> Rulership: This rod appears to be a royalscepter worth at least 25,000 gp in materials and workmanshipalone. The wielder can command the obedienceand fealty of creatures within 360 feet when sheactivates the device (a standard action). Creaturestotaling 900 Hit Dice can be ruled, but creatures withIntelligence scores of 17 or higher are entitled to aWill saving throw (DC 29) to negate the effect.Ruled creatures obey the wielder as if she were theirabsolute sovereign. Still, if the wielder gives a commandthat is contrary to the nature of the creaturescommanded, the magic is broken. The rod can beused for 1,500 total minutes before crumbling todust. This duration need not be continuous.Caster <strong>Level</strong>: 25th; Prerequisites: Craft Rod, Craft<strong>Epic</strong> Rod, Improved Heighten Spell, improvedheightened mass charm; Market Price: 575,000 gp; Cost toCreate: 300,000 gp + 15,500 XP.<strong>Epic</strong> Spellcaster: This magnificent adamantine rodRod of <strong>Epic</strong>Rulershipgrants its wielder a +10 insight bonus onSpellcraft checks made to cast epic spells foras long as he holds or carries the rod.Caster <strong>Level</strong>: 21st; Prerequisites: Craft Rod,Craft <strong>Epic</strong> Rod; Market Price: 245,400 gp.<strong>Epic</strong> Splendor: This rod grants its wielder a +8enhancement bonus to Charisma for as long as sheholds or carries the item. Three times per day, the rodcreates and garbs her in clothing of the finest fabrics,plus adornments of fur and jewels. Apparel created bythe rod can remain in existence up to 24 hours. Thevalue of the garb ranges from 70,000 to 100,000 gp(1d4+6 × 10,000 gp)—10,000 gp for the fabric, 50,000gp for the furs, and the rest for jewel trim (maximum of40 gems, maximum value 1,000 gp each).In addition, the rod can, once per week, create a palatialmansion in any floor plan the user desires. The mansionis palatial, able to accommodate up to 250 people,housing them in private chambers and serving themfine banquets. The mansion lasts for three days, afterwhich time it, and everything originally in it (includingitems removed from the mansion), disappear.Caster <strong>Level</strong>: 21st; Prerequisites: Craft Rod, Craft <strong>Epic</strong>Rod, fabricate, Mordenkainen’s magnificent mansion;Market Price: 297,400 gp; Cost to Create: 191,200 gp +12,124 XP.Excellent Magic: This rod sports a shining adamantineheadpiece. Once per day when casting a nonepic orepic spell that has an experience point component, therod supplies up to 2,000 XP, not the caster. If more experiencepoints are required to cast the spell, the casterprovides them.As a special use of the rod, the caster can substitute thepower inherent in the rod for the experience point developmentcost of an epic spell. Doing so drains all thepower from the rod, rendering it useless.138
Caster <strong>Level</strong>: 21st; Prerequisites: Craft Rod, Craft <strong>Epic</strong>Rod; Market Price: 650,000 gp; Cost to Create: 325,000 gp +26,000 XP.Fortification: This rod functions as a +3 light mace.In addition, it is useful for the construction anddefense of fortifications. Whenever the wielder is benefitingfrom cover, the rod improves that to nine-tenthscover (+10 cover AC bonus and +4 cover Reflex savebonus; failure on the save results in half damage andsuccess results in no damage), Three times per day, therod can create food and water, as per the cleric spell, fortwenty-four people.The rod also has the following powers:Fortify: Four times per day, a stone wall can be createdthat is 12 inches thick, 10 feet high, and 30 feet long.This wall has a parapet and battlements across the top.Alternatively, the power can be used to mend a brokenexisting wall. The gap to be filled can be no more than300 square feet in area.) In addition, once per day, a greatdoor of iron can be created that is set into one of thenewly created walls. This door, 4 inches thick, may be adouble door, a drawbridge, or a portcullis, aschosen by the wielder.Siege Engine: One heavy catapult, two light catapults,or three ballistae may be generated witheach use of this power. The power can be usedfour times per day. Ammunition for 20 shots isincluded with each weapon created. See theSiege Engines section in Chapter 5 of the DUN-GEON MASTER’s Guide for more information.Caster <strong>Level</strong>: 24th; Prerequisites: Craft Rod, Craft<strong>Epic</strong> Rod, Craft Magic Arms and Armor, Bigby’s interposinghand, create food and water, major creation, wall ofiron, wall of stone; Market Price: 465,665 gp; Cost toCreate: 231,985 gp + 14,634 XP.Invulnerability: When held, this stout adamantinerod grants its wielder the following powers.• +5 natural armor bonus.• +5 resistance bonus on saving throws.• Damage reduction 50/+3.• Immunity to critical hits.• Spell resistance 32.Caster <strong>Level</strong>: 20th; Prerequisites: Craft Rod, Craft <strong>Epic</strong>Rod, iron body, resistance, spell resistance; Market Price:600,000 gp.Nightmares: This rod is constructed of an ebonymaterial and takes the form of a horrible, writhingform with a skull-like unearthly head that is unsettlingto behold. Anyone who comes within 20 feetof the wielder feels a grave sense of unease. Eachperson so affected must make a Will save (DC 17) orAt the effects of a nightmare spell the next timehe falls asleep. The wielder is immune to this effect.Three times per day, the wielder can utter a commandword that causes the rod to emit a horrid, inhumanscream. Up to twenty of the closest creatures within a30-foot radius who hear this terrible wail believe thattheir worst nightmares have become reality and sufferthe effects of a wail of the banshee spell (DC 23).Caster <strong>Level</strong>: 21st; Prerequisites: Craft Rod, Craft <strong>Epic</strong>Rod, nightmare, permanency, wail of the banshee; MarketPrice: 284,000 gp.Paradise: This item creates a nondimensional space,similar in effect to a rod of security. However, the rod’spossessor and up to 999 other creatures can stay in completesafety for up to 1,000 days divided by the numberof creatures affected. Natural healing takes place at fivetimes the normal pace. The rod functions like itsnonepic counterpart in all other ways (see the DUNGEONMASTER’s Guide).Caster <strong>Level</strong>: 24th; Prerequisites: Craft Rod, Craft <strong>Epic</strong>Rod, Improved Heighten Spell, improved heightenedgate; Market Price: 610,000 gp.The Path: This rod appears as a shillelagh of darkened,polished oak. It serves as an aid to trailblazing and travel.It grants the wielder a +30 enhancement bonus onWilderness Lore checks for tracking and Intuit Directionchecks. The handle of the rod is hollow, functioninglike a telescope. When the wielder peersthrough it, the limits of vision are three timesnormal (and spotting distances for encountersare tripled; see Table 3–1 in the DUNGEONMASTER’s Guide). In addition, the telescopinghandle enables the wielder to view things asthough affected by a true seeing spell.The rod also has the following powers.Map: Three times per day a section of the rodunrolls like a scroll from a tube, revealing a mapof the surrounding area, centered on the locationof the rod. The area shown on the map covers anarea as small as 50 feet in radius to as large as 24miles in radius, zooming in or out with a set of commandwords. The map reveals natural topographyand all types of structures (even hidden ones), butit will not show the location of creatures.Passage: Three times per day, this power allows thewielder and up to five others in a 20-foot radius to moveRod ofNightmaresunhindered through natural plant growthor bodies of water (as per the freedom ofmovement spell).Bridge: Once per day, this power allowsthe user to create a 5-foot-wide, 40-foot-long stone causewayacross chasms and canyons. The bridge created lastsfor 1 hour.Pass without Trace: Once per day, this power can be usedon the wielder and twenty others, for 21 minutes. It isotherwise as the spell of the same name (caster level 24th).Caster <strong>Level</strong>: 21st; Prerequisites: Craft Rod, Craft <strong>Epic</strong>Rod, find the path, freedom of movement, pass withouttrace, wall of stone; Market Price: 306,870 gp.Restless Death: The holder of this rod can rebuke orcontrol undead as if he were four levels higher. (The roddoesn’t grant the ability to rebuke or control undead ifyou don’t already have it.)CHAPTER 4:EPIC MAGICITEMS139
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318Indexability increases 6abominat