Anchoring Rod

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Anchoring Rod

Anchoring Rod

CL 3 Magic Rod • Weak Abjuration
Cost: 4,500 gp
Weight: 1 lbs.

This rod is made of a hard, knotty blackwood branch, and is capped with silver endcaps. The wood is so dark that no grain is apparent, and numerous protuberances jut out from it, giving the impression of thorns, though the bulges are not actually sharp. The silver endcaps are not decorated, but provide a sharp contrast to the dark wood.

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

Upon issuing the command word, one creature within the wielder's reach (which may be the wielder) is granted limited protection from damage of one Common (Acid,  Cold,  Fire,  Lightning,  Sonic) Energy Type chosen by the wielder at the time of casting.

The subject gains ER equal to 2 + the rod's caster level (max 37) against the energy type chosen, meaning that each time the creature is subjected to such damage (whether from a natural or magical source), that damage is reduced before being applied to the creature's hit points. The spell protects the recipient's equipment as well, although it is not effective against siege damage, even if it is elemental in nature.

Resist Energy absorbs only damage. The subject could still suffer unfortunate side effects, and is vulnerable to environmental hazards.

Resist Energy lays a charge on the target, but that charge specifically overlaps (and stacks with) Protection from Energy (Sorcerer/Wizard Spell). If a character is warded by Protection from Energy and Resist Energy, both spells share the same charge and the Protection from Energy spell absorbs damage before Resist Energy is even affected, until the power of Protection from Energy is exhausted.

Creatures that have spell resistance must make a FORT save against this effect, with a save DC based on the rod's caster level, listed on the table below. Success on the save means that the spell has no effect on that creature. Failure means the spell affects them normally.

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
- -  - -
- -  - -
3 4,500 gp  16 3d6
4 6,600 gp  17 4d6
5 9,000 gp  18 5d6
6 12,000 gp  19 6d6
7 15,000 gp  19 7d6
8 19,200 gp  20 8d6
9 24,000 gp  20 9d6
10 30,000 gp  21 10d6
11 37,200 gp  22 11d6
12 45,000 gp  23 12d6+12
13 54,600 gp  24 13d6+13
14 67,200 gp  25 14d6+14
15 85,200 gp  27 15d6+15
16 115,800 gp  28 16d6+16
17 156,000 gp  28 17d6+17
18 216,000 gp  29 18d6+18
19 288,000 gp  30 19d6+19
20 384,000 gp  31 20d6+20
Creator Level Cost Save DC Damage Dealt
21 510,000 gp  32 21d6+21
22 684,000 gp  33 22d6+22
23 906,000 gp  34 23d6+23
24 1,200,000 gp  35 24d6+48
25 1,560,000 gp  36 25d6+50
26 2,100,000 gp  37 26d6+52
27 2,760,000 gp  38 27d6+54
28 3,720,000 gp  39 28d6+56
29 4,920,000 gp  41 29d6+58
30 6,540,000 gp  42 30d6+60
31 8,640,000 gp  44 31d6+62
32 11,340,000 gp  45 32d6+64
33 15,000,000 gp  46 33d6+66
34 19,860,000 gp  47 34d6+68
35 26,460,000 gp  48 35d6+70

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).