Rods of Control


It would be more appropriate to call them ‘rods of pain’. When the appropriate rune is pressed, the rod deals 3HP of electrical damage to the species that is attuned to that rune, per round that the rune is pressed. The rod deals damage to every member of a target species within 7” of the rod. A successful save versus rods, after the initial 3HP of damage, can knock the damage from the rod down to 1HP/r, instead of 3HP/r, with no further saves.

A ball at the top of the rod contains the blood or bodily fluids from whatever species is to be ‘shocked’ into control. Once the balls are sealed by the mage that creates the rods, the rod becomes locked onto that particular species, and cannot be reattuned.

Each rod can shock up to three different species at once, and can make 10d6 shocks per day. Destroying the rod has minimal aftershocks – perhaps a point of electrical damage to the destroyer, and no one else. The rods recharge themselves, at the end of each day, presumably by draining life from each of the target species.

Next Item from the Items List


| Main | Links | Updates | Downloads | DnD | Bio | Pics | Fiction | Khavik |