Plague Enders Rod

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Plague Ender's Rod

Plague Ender's Rod

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

This rod in the shape of a willow branch, with tiny, delicate, fuzzy buds along its length. It appears nigh mundane, until activated, when it fills the space around it with the clean scent of healthy growth.

Wielders of this rod can utter a command word as a standard action to cast a Remove Disease 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, it can cleanse illness or plague in the creature touched. A Plague Ender's Rod can be used in one of two ways:
  • Aid a Diseased Creature: You can use a Plague Ender's Rod on an allied or willing creature to attempt to remove any disease currently afflicting it.
  • If used on a creature with the Infected condition (typically caused by a weak disease), a Plague Ender's Rod immediately ends the condition.
  • If used on a creature with the Diseased condition (typically caused by a moderate disease), a Plague Ender's Rod grants the target one immediate bonus saving throw against the disease with a circumstance bonus to the roll equal to the creator level of the rod divided by 7 (dropping fractions). Thus, at creator levels 1 through 6, the bonus is +0, at levels 7 through 13 the bonus is +1, at levels 14 through 20 it is +2, at levels 21 through 27 it is +3, at levels 28 through 34 it is +4, and at creator level 35 it is +5. This bonus saving throw is made against the disease's save DC, and does not affect the disease's frequency in any way, nor does it cause the disease's effect to tick if failed. If the saving throw is successful, the disease is cured.
  • If used on a creature with the Plagued condition (typically caused by a highly virulent disease), a Plague Ender's Rod grants the target one immediate bonus saving throw against the disease. This bonus saving throw is made against the disease's save DC, and does not affect the disease's frequency in any way, nor does it cause the disease's effect to tick if failed. If the saving throw is successful, the disease is neutralized.
All effects already inflicted by the disease linger even after the disease is cured or runs its course. Existing effects must be cured as described in the "ended by" sections of the appropriate intensity for the disease (Infected, Diseased, Plagued).
  • Immunize an Ally: You can cast Remove Disease on an willing creature you touch. If that creature is not already suffering from one of Infected, Diseased, or Plagued, they instead become immune to the next single application of disease made against them, as long as it occurs before the end of the next encounter. Note that this immunity is not against a type of disease, but only a single incident of becoming afflicted with a disease (gaining any of the Infected, Diseased, or Plagued status conditions).

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.

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

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).