Improved Limners Rod

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Improved Limner's Rod

Improved Limner's Rod

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

This rod is a translucent crystal prism that seems to gather light into itself, reflecting a rainbow hue of colors along its edges as it does so. Close observation reveals eddies and swirls in these colors, and even the hints of shapes and movement, as figments of reality are spun from it in a chaotic and dazzling display, yet confined to within a tiny nimbus around the rod itself, no more than an inch from its surface.

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

When this rod is activated, it creates a visual illusion of an object, creature, or force, as imagined by the wielder, up to a 10-foot cube in size (a 2x2x2 square space) within 100 feet of the wielder's space. The maximum size of the illusion increases by an additional 5 feet per 10 full creator levels of the rod (dropping fractions; i.e. a 15-foot cube at creator level 10, a 20-foot cube at creator level 20, and a 30-foot cube at creator level 30). The illusion is visual only, and cannot include sounds, smells, textures, and temperature-changing effects. The illusion persists until the end of the current encounter, the end of the next encounter, the start of the wielder's next full night's rest, or until discharged into a deceived target (see below), whichever occurs first.

The wielder may expend a move action to move the image within the confines of its maximum space, in order to make the image appear to react to any nearby creatures, if they wish.

Nothing created by the rod's effect can be used for cover or concealment of any sort. The illusion cannot be terrain, such as a hill or wall. It cannot make a filled room appear empty, nor can it be used to create the image of massed piles of smaller objects. It can only create the illusion of a single object, such as a monster, a treasure chest, a fountain, or even a window. If used to create the image of a window (or some similar image), it only looks out onto an illusion — it does not create a transparent effect that allows a viewer to see what is actually beyond the illusion.

Interacting with the illusion directly allows a saving throw based on the creator level of the rod to notice that the illusion isn't real, but only if using a non-visual sense. Note that Darkvision and Low-Light Vision are also not able to penetrate the illusion, since they are just improved versions of normal vision, seeing in the normal spectrums of light and darkness. Anyone noticing the lack of sound, smell, taste, texture, or changes to temperature (if a real version of the illusion would normally produce such things) can make a saving throw to disbelieve the illusion. Those who succeed on the saving throw can perceive the reality of their surroundings as well as the illusion, but they know the illusion for the fake that it is. Those who fail are duped into believing the illusion is real.

In addition, the rod's wielder can construct the illusion such that the magic used to weave its fabric can 'ground out' through anyone who interacts with it without realizing it is an illusion. The conditions for this grounding must be described in some detail, and when these conditions are met, then all creatures, friend or foe, who are within 10 feet of the illusion's maximum affected area suffer an amount of fictive (energy, uncommon) damage based on the creator level of the rod, as the magic inflicts Unreality upon them. Once discharged, the illusion is dispelled.

Examples of triggers for this effect include attempting to pick the lock on an illusory chest, or attacking an illusory monster, or even when the illusion is successfully disbelieved by a nearby creature (in such a case, any disbelieving creatures would be immune to the discharging effect, but any other creatures within range would be affected). The GM adjudicates all uses of this spell, and should have an eye toward rewarding clever play while remaining fair.

This rod's spell effect lays an arcane charge on the wielder while the illusion remains in effect. If the wielder already has an arcane charge present, they must choose which effect they wish to maintain. 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).