Rexx |
I feel your pain, Achilles. Wordpad is my friend.
All this is from a 2E source, so adjust accordingly.
Part One: 4" piece, cure light wounds, 5/day.
Part Two: 5" piece, slow, 1/day, duration of 23 rounds.
Part Three: 6" piece, haste, 1/day, duration of 23 rounds.
Part Four: 8" piece, gust of wind, 5/day, Area of Effect is 10' x 600'.
Part Five: 10" piece, true seeing, 1/day, 20 round duration.
Part Six: 12" piece, hold monster, 1/day, 20 round duration.
Part Seven: 15" piece, heal, 1/day.
I intentially ommitted the command words for each item for those lurking players out there. ::wink:: When put together, they have other powers but I have to run to work now. ::smirk::
Obscure |
The 3.0e stats can be found in the Arms and Equipment Guide. The powers for each segment are the same as above, but at CL 20 with a save DC of 17 + spell level. Joining segments gives these additional powers:
Two segments: fly at will.
Three segments: SR 15 and acts as +1 light mace
Four segments: control winds 2/day, +2 heavy mace
Five segments: shapechange 1/day, +3/+3 quarterstaff
Six segments: wind walk 1/day, +4/+4 quarterstaff
All seven: control weather, whirlwind, greater restoration, each 1/day; +5/+5 lawful bane (chaotic outsiders) quarterstaff; can use true resurrection, but this casuses the rod to shatter into seven pieces which become scattered throughout the planes.
Also, having 6 or 7 segments gives the wielder Two-Weapon Fighting (and Ambidexterity).