Rod of Absorption¶
Price for DM reference¶
DMG rarity value: 40,000 GP.
| Item / variant | Rarity | Purchase value | Basis |
|---|---|---|---|
| Rod of Absorption | Very Rare | 40,000 GP | DMG rarity value. |
These are book-based values for setting a purchase price when the item is available, not a promise that a merchant stocks it. Availability and negotiated payment remain the DM’s decision.
Pricing sources: DMG 2024, PDF page 220 — source PDF is not included in this player reference.
All item prices · Pricing rules
- Item type: Arcane Spell Focus
- Rarity: Very Rare
Description and use¶
Rod, Very Rare (Requires Attunement) While holding this rod, you can take a Reaction to absorb a spell that is targeting only you and doesn’t create an area of effect.
The absorbed spell’s effect is canceled, and the spell’s energy—not the spell itself—is stored in the rod.
The energy has the same level as the spell when it was cast.
A canceled spell dissipates with no effect, and any resources used to cast it are wasted.
The rod can absorb and store up to 50 levels of energy over the course of its existence.
Once the rod absorbs 50 levels of energy, it can’t absorb more.
If you are targeted by a spell that the rod can’t store, the rod has no effect on that spell.
When you become attuned to the rod, you know how many levels of energy the rod has absorbed over the course of its existence and how many levels of spell energy it currently has stored.
If you are a spellcaster holding the rod, you can convert energy stored in it into spell slots to cast spells you have prepared or know.
You can create spell slots only of a level equal to or lower than your own spell slots, up to a maximum of level 5.
You use the stored levels in place of your slots but otherwise cast the spell as normal.
For example, you can use 3 levels stored in the rod as a level 3 spell slot.
A newly found rod typically has 1d10 levels of spell energy stored in it.
A rod that can no longer absorb spell energy and has no energy remaining becomes nonmagical.
Printed core rules¶
Source page references in your supplied Dungeon Master's Guide (2024). Open the original PDF at the linked page for complete printed tables and rules; use its wording if the searchable transcription differs.
PDF page 302¶
Open the original rulebook — PDF page 302 — source PDF is not included in this player reference.
PDF page 303¶
Open the original rulebook — PDF page 303 — source PDF is not included in this player reference.
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Weight¶
Weight per inventory unit: Not fixed / not specified
DMG rods typically weigh 2–5 lb (PDF page 219); set the actual rod weight.
Counts multiply by inventory quantity. Ammunition quantities count individual pieces; other bundle entries and complete packs use the printed bundle weight. Do not add the same contents separately when using a complete equipment pack. See Carrying capacity for character limits.