Wayfarers Rod

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Wayfarer's Rod

Wayfarer's Rod

CL 1 Magic Rod • Weak Abjuration
Cost: 500 gp
Weight: 4 lbs.

This rod is made of a gnarled wooden branch, knobby and uneven, with many signs of weather damage, rough handling, and even a bit of good old muck. When activated it emits the clean smell of rain and rich loam, and feels slightly moist, as with fresh dew, in the hand.

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

When the rod is activated, it smells of the outdoors. You can then touch yourself or another willing target and impart upon you or them the ability to endure hot or cold weather. They can exist comfortably on the Prime Material Plane in conditions between -50 and 140 degrees Fahrenheit without having to make saving throws, and never suffer damage from hot or cold environmental effects that fall within this range of temperatures. The creature's equipment is likewise protected.

The Wayfarer's Rod doesn't provide any protection from fire (energy, common) or cold (energy, common) damage caused by anything other than the environment (i.e., monsters, spells, traps, or other non-weather effects), nor does it protect against other environmental hazards such as smoke, lack of air, and so forth.

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.

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 an arcane 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 an arcane charge on you, the caster. Targets which 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
1 750 gp  14 -
2 1,688 gp  15 -
3 2,813 gp  15 -
4 4,125 gp  16 -
5 5,625 gp  17 -
6 7,500 gp  18 -
7 9,375 gp  18 -
8 12,000 gp  19 -
9 15,000 gp  19 -
10 18,750 gp  20 -
11 23,250 gp  21 -
12 28,125 gp  22 -
13 34,125 gp  23 -
14 42,000 gp  24 -
15 53,250 gp  26 -
16 72,375 gp  27 -
17 97,500 gp  27 -
18 135,000 gp  28 -
19 180,000 gp  29 -
20 240,000 gp  30 -
Creator Level Cost Save DC Damage Dealt
21 318,750 gp  31 -
22 427,500 gp  32 -
23 566,250 gp  33 -
24 750,000 gp  34 -
25 975,000 gp  35 -
26 1,312,500 gp  36 -
27 1,725,000 gp  37 -
28 2,325,000 gp  38 -
29 3,075,000 gp  40 -
30 4,087,500 gp  41 -
31 5,400,000 gp  43 -
32 7,087,500 gp  44 -
33 9,375,000 gp  45 -
34 12,412,500 gp  46 -
35 16,537,500 gp  47 -

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 12 (10 + double CL)), Languid (tier 1) remnant, An item symbolic of the enchantment, 250 gp (minus cost of symbolic item).