Like all +2 weapons, the DM will add +2 to the AC hit when using this weapon but the damage bonus has already been factored into the damage wheel.
One-Hand Melee
This blessed weapon will instantly dispel (send back to their home plane) an evil outsider (e.g., devils, demons, demi-gods) if the player slides a natural 20 and the 8✸ on its damage wheel is closest to the damage dot on the combat board.
When attacking non-evil and/or non-outsider creatures, this is an “ordinary” +2 weapon.
Adds +1 to all saving throws
Monks & rangers are the only classes that can attack with this item. Like all +2 weapons, the DM adds +2 to the AC hit when using this weapon but the damage bonus has already been factored into the damage wheel.
The player must equip this item in their melee offhand slot for the entire game. It may be swapped out to make a ranged attack,
In addition to physical damage, any successful hit with this weapon will also subtract 10 percentage points from the victim’s Spell Resistance (SR). The effect will only work three times total per victim, per combat, (even if multiple Rods of Disjunction are used by multiple characters), for a total maximum reduction of 30 percentage points per victim. If there are multiple monsters with SR, each monster’s SR could be affected by this item up to three times each.
Like all +2 weapons, the DM adds +2 to the AC hit when using this weapon but the damage bonus has already been factored into the damage wheel.
Adds +2 to Focus
Like all +2 weapons, the DM will add +2 to the AC hit when using this weapon but the damage bonus has already been factored into the damage wheel.
In addition to being a magical weapon, this item allows the owner (who must be a rogue) to succeed on the rogue’s skill test without actually navigating the stylus through the maze. When used to bypass the skill test, the owner suffers 10 points of damage.
Like all +2 weapons, the DM adds +2 to the AC hit when using this weapon but the damage bonus has already been factored into the damage wheel.
In addition to the physical damage, any successful hit with this weapon will apply a -1 penalty to all the victim’s To Hit rolls. The effect will only work four times per creature per combat–even if multiple Scepters are used. There is no limit on the number of creatures the To Hit reducing effect can affect, but no one creature can have its To Hit rolls penalized by a +2 Scepter of Might more than four times.
Like all +2 weapons, the DM will add +2 to the AC hit when using this weapon but the damage bonus has already been factored into the damage wheel.
Like all +2 weapons, the DM will add +2 to the AC hit when using this weapon but the damage bonus has already been factored into the damage wheel.
This weapon deals an additional +3 damage when it’s used to score a hit against Undead monsters.
When attacking non-Undead, this is an “ordinary” +2 weapon.









