Light Caduceus Rod: Difference between revisions

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| Item-Abilities| When you utter the command word of the rod (a standard action), you channel positive energy that cures 2d8 points of damage +1 point per caster level (maximum +10) on an adjacent target.  Against an unwilling target, you must make a [[melee touch attack]] as part of the same standard action as casting the spell.  Since undead are powered by negative energy, this spell deals damage to them instead of curing their wounds. An undead creature can apply spell resistance, but receives no save against the damage, if you hit.
| Item-Abilities| When you utter the command word of the rod (a [[standard action]]), you channel positive energy that cures 2d8 points of damage +1 point per caster level (maximum +10) on a target within your reach.  Against an unwilling target, you must make a [[melee touch attack]] as part of the same standard action as casting the spell.   
 
Since undead are powered by negative energy, this spell deals damage to them instead of curing their wounds. An undead creature can apply spell resistance, but receives no save against the damage, if you hit.
 
You can purchase this rod at a higher caster level than the minimum required to cast the spell.  Doing so increases the amount of healing provided as described above, but also increases the cost, as follows:


{{Rod-Costs|sp=1|max=10}}
{{Rod-Costs|sp=1|max=10}}
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| Name| Light Caduceus Rod
| Name| Light Caduceus Rod
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   <!--  This field should have the value "{{Subst:PAGENAME}}" until you save, then it will have the page name  -->

Revision as of 15:16, 24 August 2019

Light Caduceus Rod

Light Caduceus Rod

CL 1 Magic Rod • Weak Conjuration
Cost: 750 gp
Weight: 4 lbs.

This rod is shaped like a caduceus — a pair of white snakes crossing back and forth among themselves, around a scepter. The two snakes face each other just under the head of the scepter, which is shaped like a pair of small white wings. The whole rod is somewhat heavy, but it is easy to grip.

Wielders of this rod can cast a Cure Light Wounds) spell as a standard action, using up one charge from the rod. The rod has 50 charges when purchased, and once used, they are permanently expended. You can use a Small Manastone to recharge the rod, giving it 50 more charges. A rod can never have more than 50 charges at a time.

As with all rods, wielding a rod counts as wielding a Light Mace, which means that you threaten squares within your reach (since you are wielding a weapon). You can attack with the rod, and make attacks of opportunity, dealing normal light mace damage (1d6 + STR modifier, usually). If you are not proficient with light maces, you suffer the standard non-proficiency penalty, but only when using it as a weapon — non-proficiency has no effect on your ability to cast a spell from the rod.

Unless your character class is able to choose the spell from its class spell list, you must make a Use Magic Device check to cast the spell. The target of this check is 5 + double the caster level of the spell (which is also the creator level (CL) of the rod). If you make the check, the spell goes off as expected. If you fail the check, the spell does not cast. If the spell does appear on your class spell list, even if you aren't yet high enough level to cast it, or haven't actually learned it yourself, you do not need to make a Use Magic Device check to cast the spell from the rod, when wielding it.

When you utter the command word of the rod (a standard action), you channel positive energy that cures 2d8 points of damage +1 point per caster level (maximum +10) on a target within your reach. Against an unwilling target, you must make a melee touch attack as part of the same standard action as casting the spell.

Since undead are powered by negative energy, this spell deals damage to them instead of curing their wounds. An undead creature can apply spell resistance, but receives no save against the damage, if you hit.

You can purchase this rod at a higher caster level than the minimum required to cast the spell. Doing so increases the amount of healing provided as described above, but also increases the cost, as follows:

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 1d6
2 1,688 gp  15 2d6
3 2,813 gp  15 3d6
4 4,125 gp  16 4d6
5 5,625 gp  17 5d6
6 7,500 gp  18 6d6
7 9,375 gp  18 7d6
8 12,000 gp  19 8d6
9 15,000 gp  19 9d6
10 18,750 gp  20 10d6
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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, 375 gp (minus cost of symbolic item).