So just what makes a magic rod? Well, the answer is that rods are pretty darn all over the place and we are left mostly with shape as an example. Rods, in my opinion, are some of the most interesting magic items in that they can do so many unique things that you just don’t really see from other magic items. Some rods turn into snakes, some find gold, and others just hang in the air. In general, most rods do something and require that you use them. Since rods do interesting things not covered by most spell effects, and roughly look like wands, I thought I’d create some rods that let you do magic wand-like stuff without just replicating another spell.
ROD OF FROZEN FIRE PRICE 60,000 gp
Slot none; CL 15th; Weight 5 lbs.
Aura strong evocation
About 1 foot in length, this silver rod is engraved with images of snowflakes encased in crowns of fire. The rods are icy to the touch, but blaze hot when the user speaks the magic words to activate the rod’s powers.
A rod of frozen fire can be used to create a beam of bright blue fire which burns, and possibly freezes, its victims. By speaking a command word and pointing the rod at a creature or object within 100 feet, the wielder of a rod of frozen fire may make a ranged touch attack which deals 7d6 points of damage which is half cold damage, and half fire damage. If the attack results in a critical hit, in addition to doing double damage, the rod of frozen fire freezes the target, entrapping the target creature or object in a prison of fire-filled ice. The target is petrified for 1d4 rounds and suffers 1d6 points of fire damage each round while petrified in this way. Any bludgeoning damage dealt to the petrified creature or object causes it to be freed of this effect.
Craft Rod, polar ray
ROD OF MONSTER CALLING PRICE 150,000 gp
Slot none; CL 17th; Weight 5 lbs.
Aura strong conjuration
This stout jade rod is engraved with various inscriptions in extraplanar languages, describing powerful outsiders, and it hums with power when held. When in the hands of a character capable of casting the gate spell, the rod whistles softly.
Three times per day, as a standard action, the wielder of a rod of monster calling can swing it about her head in order to summon monsters to her side. Normally this functions similarly to the spell summon monster IX, except that the creature summoned in this way attacks the wielder of the rod and her allies unless she succeeds on an opposed Charisma check. Additionally, the summoned creature remains for 24 hours, or until it is slain.
If the wielder of the rod of monster calling can cast aspell of the calling subschool,she can add the rod as an additional focus when casting such a spell; if she does, she treats her caster level as 4 higher than it actually is for the purposes of determining what type of outsider can be summoned. She also gains a +4 bonus on Charisma checks and Charisma-based skill checks made in negotiating with the summoned outsider.
If the wielder can cast gate, then once per day, when she uses the rod of monster calling to summon monsters, she can instead summon any outsider with a CR of 20 or less. As with the creatures summoned by replicating the summon monster IX spell, the outsider summoned in this way attacks the user and her allies unless she succeeds on an opposed Charisma check.
Craft Rod, summon monster IX
ROD OF RETURNS PRICE 100,000 gp
Slot none; CL 15th; Weight 5 lbs.
Aura strong necromancy
Taking the shape of a golden rod, about 3 feet in length and carved in the shape of snake with 6 feathered wings wrapping around its head in a beautiful cage, these distinctive rods were created by a powerful mage to return his fallen companions to life. Unfortunately, the rods can have some unfortunate side effects.
As a full-round action, the wielder of this rod can restore a dead character to life. When he does, he rolls 1d4 to determine the manner in which the target is returned to life, as detailed below.
1: The target is returned to life as with the spell reincarnate, except that he does not gain any negative levels; instead, he must succeed on a Will save (DC 20) or lose all memory of his life.
2: The target is returned to life as with raise dead, except that the target gains no negative levels; instead, a random ability score suffers 1 point of permanent ability drain.
3: The target is returned to life as though with the spell raise dead, except that he suffers no negative levels; instead, he is affected as though by the spell insanity, except that each hour he can attempt a new Will save (DC 20) in order to end the effect. Once the effect ends, the target gains 1 random madness. For more information on madnesses, see Pathfinder Roleplaying Game: GameMastery Guide.
4: The target is animated by necromantic magics and rises as a skeletal champion, and his alignment changes to chaotic evil until he receives the benefits of an atonement spell A character which becomes a skeletal champions in this way can never be returned to life by this rod again.
Craft Rod, create greater undead, raise dead, reincarnate