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Rod

Item · Weapon · Tier 1Tier 1 TierTier 1 is a Tier that represents novice power baselines. · UncommonUncommon RarityUncommon is a Rarity for options that take effort to find, often tied to a region, group, culture, or training.

Part of Conduit

  • AgileAgile FeatureAgile is a Feature of items built for quick follow-up strikes.
  • MagicalMagical FeatureMagical is a Feature that marks an item, Effect, or Energy as a product of magic.
  • MeleeMelee FeatureMelee is a Feature of items built for close combat.
  • ObjectObject TargetObjects are inanimate, discrete physical Targets you can manipulate.
  • SpecialSpecial FeatureSpecial is a Feature that flags an item with a rule of its own.

Rods are reinforced ConduitsConduit Item · Weapon · Tier 1Conduits are Weapons built for practitioners of magic. with a polished handle and decorated tip.

DamageDamage HealthDamage is harm that reduces your Hit Points.
1d4 WoundWound EnergyWound is an Energy group that deals physical Damage. (BashingBashing EnergyBashing is a Wound Energy that deals Damage (Bashing).)
GripGrip StatGrip is the number of hands you need to hold and use an item.
1
SpecialSpecial FeatureSpecial is a Feature that flags an item with a rule of its own.
Empower: When you’re the TargetTarget TargetTargets are anything that Effects can affect, interact with, or influence. of a SpellSpell RuleSpells are supernatural recipes that create Effects through magic, psionics, or any force beyond the mundane., spend 1 APAction Point CombatAction Points (AP) are the resource you spend to use Actions when your Game Manager tracks Rounds. (ReactionReaction CombatReactions are Actions you take immediately in response to changing situations.) to capture part of its energy. Before the end of your next TurnTurn CombatTurns are the part of each Round when you get your chance to act., the next SpellSpell RuleSpells are supernatural recipes that create Effects through magic, psionics, or any force beyond the mundane. you CastCast ActionCast is the Action you use to unleash a Spell. that deals DamageDamage HealthDamage is harm that reduces your Hit Points. or grants HealingHealing HealthHealing is restoration that increases your Hit Points. adds 1d6 to its output.
TrainingTraining TrainingTraining is the rating of how much practice a Weapon demands.
MartialMartial TrainingMartial is a Training level for Weapons that require training to use effectively.
MasteryMastery RuleMastery is an optional Feat you can take to gain Proficiency with an Armor, Shield, or Weapon, or to access a special ability it offers.
InvokeInvoke Feat · Tier 1Invoke is a Feat built for casting through Conduits.
PricePrice StatPrice is the Coin-cost to buy items.
300 GoldCoin RuleCoins are the currency you use to buy items.
SlotsSlot StatSlots are units that measure your item capacity.
1
FamilyFamily RuleFamilies are sets of items that share a name and a stat table, such as Swords or Healing Potions.
ConduitConduit Item · Weapon · Tier 1Conduits are Weapons built for practitioners of magic.

Source Player Codex