Wavestriders Rod

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Wavestrider's Rod

Wavestrider's Rod

CL 3 Magic Rod • Weak Transmutation
Cost: 4,500 gp
Weight: 4 lbs.

This rod is made of water, liquid yet magically held in the shape of a sturdy rod. The two ends are capped by a pair of shoes, the water running into and out of the openings where ankles should be. When activated, the shoes tap their toes in a jaunty fashion.

Wielders of this rod can utter a command word as a standard action to cast a Water Walk spell, using up one charge from the rod.

When the rod is activated, it taps the toes of its shoes. You can then touch yourself or another willing target and impart upon you or them the ability to Hover, but only above a flat surface unsuitable for normal Walk movement. This allows you to walk on water, mud, blood, or things such as lava, although to be fair, simply getting that close to Lava is still extremely hazardous. See the Environmental Effects rules for all the awful details. If activated below the surface, this effect pulls you quickly to the surface. See the spell writeup for further details.

Higher level versions of this Rod grant no greater protection, but the higher Creator Level does make the effect stronger and more difficult to Dispel. You REALLY don't want this dispelled above lava....

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 rod lays a divine charge on its target(s). If the targets are something other than you or another creature (such as an object or area), the spell lays a divine charge on you, the caster. Targets which already have a divine charge present must choose which to keep if the new spell has the same charge type. Only one divine 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
- -  - -
- -  - -
3 4,500 gp  16 -
4 6,600 gp  17 -
5 9,000 gp  18 -
6 12,000 gp  19 -
7 15,000 gp  19 -
8 19,200 gp  20 -
9 24,000 gp  20 -
10 30,000 gp  21 -
11 37,200 gp  22 -
12 45,000 gp  23 -
13 54,600 gp  24 -
14 67,200 gp  25 -
15 85,200 gp  27 -
16 115,800 gp  28 -
17 156,000 gp  28 -
18 216,000 gp  29 -
19 288,000 gp  30 -
20 384,000 gp  31 -
Creator Level Cost Save DC Damage Dealt
21 510,000 gp  32 -
22 684,000 gp  33 -
23 906,000 gp  34 -
24 1,200,000 gp  35 -
25 1,560,000 gp  36 -
26 2,100,000 gp  37 -
27 2,760,000 gp  38 -
28 3,720,000 gp  39 -
29 4,920,000 gp  41 -
30 6,540,000 gp  42 -
31 8,640,000 gp  44 -
32 11,340,000 gp  45 -
33 15,000,000 gp  46 -
34 19,860,000 gp  47 -
35 26,460,000 gp  48 -

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 16 (10 + double CL)), Languid (tier 1) remnant, An item symbolic of the enchantment, 2,250 gp (minus cost of symbolic item).