Divers Rod

From Epic Path
Jump to navigation Jump to search
Diver's Rod

Diver's Rod

CL 5 Magic Rod • Weak Transmutation
Cost: 11,250 gp
Weight: 4 lbs.

This rod made of a cold, grey iron, with a heavy iron cap on the bottom end, bolted in place. On the top of the rod is a clear bubble of what appears to be glass, secured to the rod with an iron collar, also bolted in place. The bubble of not-glass is clearly hollow, but contains only air, and seems unbreakable, no matter how poorly the wielder treats it.

Wielders of this rod can utter a command word as a standard action to cast a Water Breathing spell, using up one charge from the rod. If the wielder chooses, they may expend 5 charges from the item and cast the effect as a swift action.

When the rod is activated, the bubble of not-glass fills with water then empties out, and a creature you touch (which can be yourself) can breathe water (or similar fluids, at GM discretion) freely. The spell does not make creatures unable to breathe air. This effect persists until the target's next full night's rest, or 24 hours, whichever comes first.

Unwilling targets may make a WILL saving throw against this effect, with a save DC based on the caster level of the rod (see table below). In addition, using a higher caster level Divers Rod makes the effect more difficult to Dispel, and when you're exploring the depths, you do NOT want this Rod's effect to be easily dispelled!

If a targeted creature has spell resistance, the wielder of the rod must first make a Bailiwick skill check against the target's Maneuver Defense. If they equal or exceed this number, the spell is resolved against the target as normal. If the check fails, the spell is cast from the rod (using up a charge) but has no effect on the target creature.

This spell lays an arcane charge on its target. Targets that already have an arcane charge present must choose which to keep if the new spell has the same charge type. Only one arcane charge can ever be present on a target at a time.

You can purchase this rod at a higher creator level than the minimum required to cast the spell. Doing so increases the potency of the spell as described above, but also increases the cost, as follows:

Creator Level Cost Save DC Damage Dealt
- -  - -
- -  - -
- -  - -
- -  - -
5 11,250 gp  19 -
6 15,000 gp  20 -
7 18,750 gp  20 -
8 24,000 gp  21 -
9 30,000 gp  21 -
10 37,500 gp  22 -
11 46,500 gp  23 -
12 56,250 gp  24 -
13 68,250 gp  25 -
14 84,000 gp  26 -
15 106,500 gp  28 -
16 144,750 gp  29 -
17 195,000 gp  29 -
18 270,000 gp  30 -
19 360,000 gp  31 -
20 480,000 gp  32 -
Creator Level Cost Save DC Damage Dealt
21 637,500 gp  33 -
22 855,000 gp  34 -
23 1,132,500 gp  35 -
24 1,500,000 gp  36 -
25 1,950,000 gp  37 -
26 2,625,000 gp  38 -
27 3,450,000 gp  39 -
28 4,650,000 gp  40 -
29 6,150,000 gp  42 -
30 8,175,000 gp  43 -
31 10,800,000 gp  45 -
32 14,175,000 gp  46 -
33 18,750,000 gp  47 -
34 24,825,000 gp  48 -
35 33,075,000 gp  49 -

This magic item does not require an attunement period, and grants its benefits immediately upon being worn or wielded.

Creation: Creator (Feat), Bailiwick Check (DC 20 (10 + double CL)), Languid (tier 1) remnant, An item symbolic of the enchantment, 5,625 gp (minus cost of symbolic item).