Rod of Negation
This simple, black, iron rod is far more than it appears. Its creator described it as an attractor of "negative magic", an object which, by its very nature, accumulates an anti-magical charge while it is in contact with magical energy.
Indeed, any magic-using creature can feel its drain with a single touch--a most unpleasant experience. It can be handled safely only by grasping it with an insulated hand; as affixing a permanent handle to the rod interferes with its ability to accumulate negative magical charge, it is best left unmodified, safely stored in cloths or leathers, and only taken out when needed.
Powers
- Item Type: wielded (one-handed)
- Special Powers:
- Negative Magic: the rod can store up to 5 charges of negative magic. Once consumed, these are restored at a rate of 1 per day, so long as the rod remains within a field of positive magic; in game terms, this means the item must be worn close to the body, as opposed to in temporal stasis or in an extradimensional pocket.
- Dispelling Touch: At-will, swift, touch; by touching the rod to a creature, object, or standing spell effect, you cause the rod to dispel any magics it touches. If touching a subject with multiple magical auras, you may choose which are affected first; however, you cannot prevent the rod from using all available charges to dispel, if there are multiple auras. Dispelling auras requires a normal dispel check, albeit with a +10 equipment modifier. Each dispel attempt uses 1 charge, and can affect any spell up to rank 5. (Epic spells have a progressively higher failure chance)
- Disjunctive Touch: At-will, swift, touch; by touching the rod to a magic item, you can suppress or destroy the magical enchantments on that item. If attended, the wielder is allowed a Will save to negate (in which case you lose no charges). Otherwise, the rod does it's work; disjoining an item consumes 1 charge per rank of the item. The rod will always use all available charges to meet this cost. If that is still not enough, there is a 20% failure chance per charge short of the total; on failure, the charges are lost, but the item isn't permanently destroyed, merely suppressed for 24 hours. If the item is an artifact, disjunction chance is 500% lower (regardless of charges spent), and on successful disjunction, the Rod of Negation is also destroyed--in addition, destroying an artifact may attract the attention of powerful magical beings interested in it, or possibly produce wild, unpredictable magical effects.