Great Gusts Rod: Difference between revisions

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| Item-ShortDesc=<onlyinclude>{{#ifeq:{{{transcludesection|Item-ShortDesc}}}
| Item-ShortDesc=<onlyinclude>{{#ifeq:{{{transcludesection|Item-ShortDesc}}}
| Item-ShortDesc| Issues huge blasts of air, dispersing gases near you and affecting all squares affected as a Gust of Wind.
| Item-ShortDesc| Allows wielder to cast [[Hurricane Blast (Sorcerer/Wizard Spell)|Hurricane Blast]] as a standard action
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Latest revision as of 15:21, 19 September 2019

Great Gusts Rod

Great Gusts Rod

CL 7 Magic Rod • Weak Evocation
Cost: 22,500 gp
Weight: 4.0 lbs.

This rod is made of a silvery metal enameled with blue and white embellishments. It is carved into fanciful shapes evocative of gusting winds. It has a delicate-seeming crystal sphere on each end, filled with shifting mist. When activated, it trembles in the grasp and sounds of a great, rushing wind.

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

When the rod is activated, it emits a vast blast of air, of approximately 50 mph in intensity, that originates from you and reaches out 5 squares from your space in all directions, affecting all creatures in the area of effect. For a size Medium wielder, this forms an 11x11 square centered on the caster. The air blasts forth, then ends.

This spell acts exactly as Gust of Wind (Sorcerer/Wizard Spell), except it blasts in every direction away from you.

All flying creatures in this area take a -4 penalty on Movement checks. All creatures are subjected to buffeting (physical, uncommon) damage according to the table below, based upon the Creator Level of the Rod, as they are slammed and pummeled by the gusty flow of wind. A Fortitude save made against a DC as noted below will lower this damage by half.

Tiny or smaller flying creatures must make a Movement (Fly) skill check against a Challenging DC for the creator level of the rod or suffer a Push to the end of the area of effect (up to five squares). Small or smaller flying creatures must make a Movement (Fly) skill check against an Average DC for the creator level of the rod to avoid the Push.

Size Medium and smaller creatures on the ground must make an Average DC Movement check against the creator level of the rod to avoid being Pushed 1 square.

Large or larger creatures may move normally within the effect.

This spell can't move a creature beyond the limit of its range, but it is permissible to 'edge' opponents diagonally to make them stack up neater.

The force of the gust automatically extinguishes candles, torches, and similar small, unprotected flames. It causes protected flames, such as those in lanterns, to dance wildly and has a 50% chance to extinguish those lights.

In addition to the effects noted, a Gust of Wind can do anything that a sudden blast of wind would be expected to do. It can create a stinging spray of sand or dust, fan a large fire, overturn delicate awnings or hangings, heel over a small boat, and blow gases or vapors to the edge of its range. Other Environmental Effects may disperse or enhance this spell at the GM's discretion, and indeed, this spell is quite susceptible to many Environmental Effects. Using a Great Gusts Rod during a Hurricane is not likely to receive much notice!

This spell can be used to disperse Obscuring spells. Gases, fogs, and vapors that intersect the squares occupied by this spell are dispersed in those squares.

Obscuring spells include: Obscuring (Acid Fog (Sorcerer/Wizard Spell),  Aggressive Thundercloud, Greater (Druid Spell),  Aggressive Thundercloud, Greater (Sorcerer/Wizard Spell),  Aggressive Thundercloud (Druid Spell),  Aggressive Thundercloud (Sorcerer/Wizard Spell),  Barrow Haze (Cleric Spell),  Barrow Haze (Sorcerer/Wizard Spell),  Cloudkill (Sorcerer/Wizard Spell),  Euphoric Cloud (Druid Spell),  Euphoric Cloud (Sorcerer/Wizard Spell),  Fog Cloud (Alchemist Extract),  Fog Cloud (Druid Spell),  Fog Cloud (Ranger Poultice),  Fog Cloud (Sorcerer/Wizard Spell),  Incendiary Cloud (Sorcerer/Wizard Spell),  Mind Fog (Bard Spell),  Mind Fog (Paladin Spell),  Mind Fog (Sorcerer/Wizard Spell),  Nauseating Trail (Alchemist Extract),  Nauseating Trail (Druid Spell),  Nauseating Trail (Sorcerer/Wizard Spell),  Plague Storm (Cleric Spell),  Plague Storm (Druid Spell),  Plague Storm (Sorcerer/Wizard Spell),  Solid Fog (Sorcerer/Wizard Spell),  Stinking Cloud (Alchemist Extract),  Stinking Cloud (Sorcerer/Wizard Spell),  Twilight Haze (Paladin Spell),  Twilight Haze (Sorcerer/Wizard Spell)), and any other effects the GM rules as being affected.

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
- -  - -
- -  - -
- -  - -
- -  - -
- -  - -
- -  - -
7 22,500 gp  21 7d6+7
8 28,800 gp  22 8d6+8
9 36,000 gp  22 9d6+9
10 45,000 gp  23 10d6+10
11 55,800 gp  24 11d6+11
12 67,500 gp  25 12d6+24
13 81,900 gp  26 13d6+26
14 100,800 gp  27 14d6+28
15 127,800 gp  29 15d6+30
16 173,700 gp  30 16d6+32
17 234,000 gp  30 17d6+34
18 324,000 gp  31 18d6+54
19 432,000 gp  32 19d6+57
20 576,000 gp  33 20d6+60
Creator Level Cost Save DC Damage Dealt
21 765,000 gp  34 21d6+63
22 1,026,000 gp  35 22d6+66
23 1,359,000 gp  36 23d6+69
24 1,800,000 gp  37 24d6+96
25 2,340,000 gp  38 25d6+100
26 3,150,000 gp  39 26d6+104
27 4,140,000 gp  40 27d6+108
28 5,580,000 gp  41 28d6+112
29 7,380,000 gp  43 29d6+116
30 9,810,000 gp  44 30d6+150
31 12,960,000 gp  46 31d6+155
32 17,010,000 gp  47 32d6+160
33 22,500,000 gp  48 33d6+165
34 29,790,000 gp  49 34d6+170
35 39,690,000 gp  50 35d6+175

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 24 (10 + double CL)), Languid (tier 1) remnant, An item symbolic of the enchantment, 11,250 gp (minus cost of symbolic item).