Icicle Rod

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Icicle Rod

Icicle Rod

CL 7 Magic Rod • Weak Necromancy
Cost: 22,500 gp
Weight: 4 lbs.

As the name suggests, this rod appears to be made from a large icicle. However, despite its appearance, the rod is only cold to the touch, not freezing. Furthermore, if the material it is crafted from is indeed ice, it is surely a very durable form of it, since it is nearly impossible to break or even chip.

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

When activated, the rod creates one of more pillars of blue-white opaque ice, that creak and crackle as they form.

This spell brings into existence one 5-foot wide, 10-foot tall pillar of ice, plus one additional pillar per 10 creator levels of the rod (dropping fractions; i.e. 2 pillars at creator level 10, 3 pillars at creator level 20, and 4 pillars at creator level 30). Each Pillar must originate from a square on a horizontal solid surface to which the wielder has line of sight. Each pillar must be vertical. No two pillars can be adjacent to each other — there must be at least five feet (one square) between each pillar, although that space can be Blocked, Occupied, Impeded, etc.

If the wielder evokes the pillars so that one or more appear in the space of any creature, that creature suffers an amount of cold (energy, common) damage based on the creator level of the rod (see below), and enough Push to move them out of the square. If they fall Prone to avoid the push, they become Prone, lying on the square atop the pillar. If the pillar does not have enough space to rise to its full height, it conforms to the space available.

Damaged creatures are allowed a Reflex saving throw with a DC based on the creator level of the rod (see below) for half damage. A given creature can be affected by this initial effect only once, no matter how large the creature is. The pillars block the squares they appear in. Furthermore, once each round, any creature that moves adjacent to a pillar after they are emplaced gains the Burned condition, inflicting cold damage (with the level of the burned effect based on the creator level of the rod), without benefit of a save. This Burned condition cannot be removed as long as the Pillars are present.

At the time of casting, the caster decides if the pillars are square (creatures cannot cut the corners to go around it), or rounded (allowing creatures to cut the corners when trying to move around it). Once placed, each pillar is immobile and fixed in place until the end of the current encounter.

If cast multiple times, several castings can be 'joined together' to create more and more pillars, with the caveat that at least five feet must separate all pillars at all times. Attempting to place a pillar adjacent to another pillar causes the all instances of the spell to fail, even if the pillars were built up over several castings.

Each Pillar of Ice provides Total Cover to creatures on the opposite side of it, and they block line of sight, and line of effect.

Pillars can be circumvented by some movement types, such as Flight, Vaulting, or Burrow.

Each pillar is immune to hit point damage but can be destroyed by Sunders. To sunder a pillar, roll against the Maneuver Defense of the rod's wielder. Each pillar has a Durability of 1, so a single successful sunder dispels them. Other siege damage can be used to destroy them as well. If Dispel or Disjunction is used on them, each Pillar must be dispelled, with a separate casting of the Dispel or Disjunction.

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).