Besiegement Rod

NameBesiegement Rod
Sorted NameBesiegement Rod
CategorySimple Weapons
SubcategoryLight Melee Weapons
Item SlotHeld
Price447,745 gp
Price as Gold Pieces447745
Creation Cost224,025 gp + 14,474 XP
Damage (Small)1d4
Damage (Medium)1d6
Critical Hit Threat Rangex2
Range Increment-
Damage TypeBludgeoning
Weight4 lb.
Caster Level24
SourcesSystem Reference Document

Craft Rod, Craft Epic Rod, Craft Magic Arms and Armor, clenched fist, passwall, telepathic bond, transmute rock to mud


This rod functions as a +3 light mace. In addition, it is useful for besieging fortifications. Whenever the wielder makes a charge attack, the rod improves to a +6 weapon. Twice per day, the rod can create a battering ram that lasts for 24 rounds. This ram can strike once per round, dealing 20 points of damage with each hit. It cannot be used to target individuals, only fortifications. It can be damaged by normal means (65 hp, AC 22), and disintegrate or dispel magic destroys it. The rod also has the following powers:

Siege Engine: One heavy catapult, two light catapults, or three siege towers may be generated with each use of this power. Each weapon created lasts for 12 hours. The power can be used three times per day. Ammunition for 20 shots is included with each weapon created.

Transmute Rock to Mud: This power can be used three times per day (caster level 24th, save DC 17).

Source Copyright: System Reference Document Copyright 2000-2003, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, Rich Baker, Andy Collins, David Noonan, Rich Redman, Bruce R. Cordell, John D. Rateliff, Thomas Reid, James Wyatt, based on original material by E. Gary Gygax and Dave Arneson.

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