## The Rod of 7 Parts 
## (the Rod of Law)
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*Wonderous Item, legendary*
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The Rod of Seven Parts, when whole, is a 5-foot-long pole which was once known as the Rod of Law. The command words for each piece are "Ruat," "Caelum," "Fiat," "Justitia," "Ecce," "Lex," and "Rex," which collectively make up a Latin phrase that translates into "Though heaven fall, let justice be done. Behold! Law is king."

##### The Rods Parts
| Segment     | Effect                                 | Recast    |
|:-----------:|:---------------------------------------|----------:|
| 4" tip      | Cure wounds                            | 1 per day |
| 5" segment  | Slow, 49 rounds                        | 1 per day |
| 6" segment  | haste, 49 rounds                       | 1 per day |
| 8" segment  | gust of wind, 30 feet by 600 feet      | 5 per day |
| 10" segment | true seeing, 49 rounds                 | 1 per day | 
| 12" segment | hold monster, 49 rounds                | 1 per day |
| 15" segment | heal                                   | 1 per day |

For spells or effects which can be cast at multiple levels, the spell is considered to be cast at a spell level equal to the number of parts you possess, *or* at the minimum level required to cast the spell, whichever is higher.

##### Holding Multiple Parts
| Segment     | Effect                                 | Recast    |
|:-----------:|:---------------------------------------|----------:|
| 2 parts     | fly                                    | at will   |
| 3 parts     | magic resistance                       | always on |
| 4 parts     | control winds                          | 2 per day |
| 5 parts     | polymorph                              | 2 per day |
| 6 parts     | wind walk                              | 1 per day |
| 7 parts     | restoration                            | 1 per day |
| 7 parts     | all enemies in 20' must save           | at will   |
|             | vs spell or flee in panic              |           |

### The Rods Curse
The item, as most artifacts, comes with a curse. Having three or more pieces makes you unwilling to part with the item(s) (DC=15+1 per piece to resist), and each day you possess the pieces they attempt to dominate your alignment to utmost lawfulness (DC=18+2 per piece to resist).

### Rejoining the Rod
It is difficult to bring two pieces together without the proper precautions. An arcana check (DC=30) and 8 hours meditation and study are required to know and conduct the proper rituals to bring two pieces to joining. Failing to do so will cause the pieces to teleport 1d100 miles into a random direction when pieces are brought together. 

In addition, any time a major power is invoked there is a 5% chance all pieces will teleport away as described above, except at 7 times the distance. When this happens all effects caused by the rod immediately cease.

### The Rod of Law
Further, once the 7 parts have been reformed, it is possible to re-concecrate the Rod to the high gods of law, reforging it into the Rod of Law. To do so requires knowledge of the proper rituals through an Arcana check (DC=40) as well as a history check (DC=40). The rod must then be taken to the place it was broken and a ritual conducted, a process taking 7 hours per day for 7 days. At the climax of this ritual, the Rod of 7 Parts will be re-forged into the Rod of Law.

#### The Rod of Law
While wielding the Rod of Law, you possess magic resistance and all enemies within 20 feet of you must save vs spell or flee in panic. You also gain an Aura of Conquest, as if you were a Paladin with the [Oath of Conquest](http://media.wizards.com/2016/dnd/downloads/UAPaladin_SO_20161219_1.pdf) of a level equal to your own level. Extraplanar servants of law (such as formians, modrons, inevitables, etc) will respond to your spoken words as if they were commands issued to a dominated creature. Mortal servants of law (such as clerics or paladins of lawful dieties) are not affected as strongly, but will still be heavily inclined to trust your words and follow your commands, requiring a insight check (DC=30) to resist that enforced trust. Additionally, while weilding the rod, you are able to listen to a statement and know innately the lawfulness (or unlawfulness) of the statement. This ability does not intuit right or wrong, meerly legal or illegal, and is based in the divine law as set down by the ancient creators of the rod.

The Rod of Law also possesses 49 charges, which can be used to fuel the below abilities.

##### Rod of Law
| Charges | Ability    |
|:----:|:--------------|
| 0 | fly              |
| 1 | cure wounds      |
| 2 | gust of wind     |
| 3 | haste, slow      |
| 4 | polymorph        |
| 5 | control winds, geas, greater restoration, hold monster |
| 6 | heal, true seeing, wind walk                           |
| 7 | Mordenkainen's Sword, sequester, teleport              |
| 8 | control weather  |
| 9 | gate of law, wish |

The rod of law recovers charges *in groups of 7* every day at dawn. 

Additionally, the Rod of Law often possesses *other* unique abilities which may become apparent over time.

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##### Example
The Rod begins with 49 charges. You cast fly, cure wounds, and heal from the Rod of Law, using a total of 10 charges. At the following dawn, the Rod regains 7 charges, back up to 46 charges. 

You then cast wish, and polymorph, 11 charges, bringing the rod down to 35 charges. The following dawn the rod regains 14 charges, up to 49. 
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##### Gate of Law

*9th-level conjuration*

***Casting Time:*** 1 action

***Range:*** 60 feet

***Components:*** V, S, M (a diamond worth at least 5,000 gp) 

***Duration:*** Concentration, up to 1 minute

You conjure a portal linking an unoccupied space you can see within range to a precise location on a different plane of existence. The portal is a hexagonal opening, which you can make 7 to 21 feet in diameter. You can orient the portal in any direction you choose. The portal lasts for the duration. The portal has a front and a back on each plane where it appears. Travel through the portal is possible only by moving through its front. Anything that does so is instantly transported to the other plane, appearing in the unoccupied space nearest to the portal. Deities and other planar rulers can prevent portals created by this spell from opening in their presence or anywhere within their domains. 

When you cast this spell, you can speak the name of a specific lawful creature (a pseudonym, title, or nickname doesn’t work) or a type of lawful extraplanar creature (such as "a Kolyarut Inevitable"). If that creature is on a plane other than the one you are on, the portal opens in the named creature’s immediate vicinity and draws the creature through it to the nearest unoccupied space on your side of the portal. You gain no special power over the creature, and it is free to act as the DM deems appropriate. It might leave, attack you, or help you.
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