[enchantment/charm; charm]
Caster Level 12
Range 0
Area of Effect All creatures in a 120-ft. radius
Duration 10 rounds per charge
Save See description
Aura Strong/Moderate
Class Requirement none
Encumbrance 5-lbs.
Charges 50 (5d10)
XP Value/GP Value 8,000/35,000 g.p.
This rod causes creatures in the area of effect to become charmed by the wielder.
Once the rod is grasped, it imparts its abilities of rulership to the possessor as well as the number of charges remaining in the rod.
Rulership. [invocation; charm, fear] (declared; major, 5 segments) Creatures in the area of effect with an Intelligence rating over Semi- and combined hit dice of 200-500 HD (1d4+1 x100) will become charmed by the wielder unless granted a save. Only creatures with an Intelligence rating of Exceptional or higher (or a score of 15+) and 12 or more hit dice are granted a Wisdom save vs. Wand to negate the charm. Any action on behalf of the wielder or their allies that would normally allow a new save will instead automatically break the charm. The charm is fear-based—as if the wielder were the creature's liege and they are the vassal.
Charges. Rods of this type will have 5d10 charges and each use or extension of the duration will consume a charge. The rod cannot be recharged and will turn to dust once the last charge is used.