Magic Rods: Difference between revisions

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{{Magic-Item-Table-Aid|Light Caduceus Rod}}
{{Magic-Item-Table-Aid|Light Caduceus Rod}}
 
{{Magic-Item-Table-Aid|Moderate Caduceus Rod}}
{{Magic-Item-Table-Aid|Rod of Cure Light Wounds}}
{{Magic-Item-Table-Aid|Serious Caduceus Rod}}
{{Magic-Item-Table-Aid|Rod of Cure Moderate Wounds}}
{{Magic-Item-Table-Aid|Critical Caduceus Rod}}
{{Magic-Item-Table-Aid|Rod of Cure Serious Wounds}}
{{Magic-Item-Table-Aid|Rod of Cure Critical Wounds}}


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Revision as of 15:52, 24 August 2019

A magic rod is a sturdy magical device, with all the qualities of a Light Mace. While each rod varies greatly in design and appearance, they are all built solidly enough to whap things upside the head with them, without any fear of damaging the rod. As a result, when wielding a rod, in addition to being able to use it to cast a spell, you also threaten enemies within your reach, can provide flanks for your allies, and you can make melee attacks with the rod using the stats for a light mace, including attacks of opportunity.

Each magic rod is also enchanted to cast a single spell, of spell level 4 or less. Casting the spell from the rod is a standard action that provokes attacks of opportunity, just as with casting a spell. You may make a Bailiwick check to cast the spell defensively, even if you are not a caster. The DC of this check is 10 + (Spell Level x 4). If you succeed, you cast the spell without provoking an attack of opportunity. If you fail, you still cast the spell, but you also provoke attacks of opportunity from each enemy that is threatening you.

Spells cast from a rod do not use the wielder's stats or level to determine their effects. Instead, the caster level of the rod itself is used to determine all variable effects, such as the save DC, damage (or healing) dealt, etc.

You cannot mana burn spells that you cast from a rod.

Rods have 50 charges in them when they are new, and they can never hold more than 50 charges. Each time you cast a spell from the rod, it permanently uses up one of those charges. Once all 50 charges are expended, the rod becomes inert until it is recharged. Rods can be recharged by purchasing a Manastone.

Each time you cast the spell from the rod, you must make a Use Magic Device check to cast it, unless the spell is a spell that is present on your character class' class spell list. Even if you are too low level to cast the spell normally, or you haven't learned that spell, as long as you could learn it eventually from your class spell list, you can skip this check. Everyone else needs to make the check. The DC of the check is 5 + (2x caster level of the rod). If you succeed on the check, the spell is cast. If you fail the check by 4 or less (a normal failure), you waste the standard action and nothing happens. If you roll a natural 1 or fail the check by 5 or more (a critical failure), you waste the action, no spell is cast, but a charge is used up on the rod.

While a rod can only contain a spell of spell level 4 or lower (and never more than one spell), the caster level of the rod can be anything from the minimum required to cast a spell of that level all the way up to caster level 35. Higher caster levels on rods cost more, needless to say, but they often improve the efficacy of the spell being cast. As a result, it is usually advantageous to buy a rod with a higher caster level than the minimum, if you can afford to do so. See the table below to determine the cost for purchasing a rod at any caster level.

Rod Costs By Caster Level

Spell Level CL 1 CL 2 CL 3 CL 4 CL 5 CL 6 CL 7 CL 8 CL 9 CL 10
1st 750 1,688 2,813 4,125 5,625 7,500 9,375 12,000 15,000 18,750
2nd - - 4,500 6,600 9,000 12,000 15,000 19,200 24,000 30,000
3rd - - - - 11,250 15,000 18,750 24,000 30,000 37,500
4th - - - - - - 22,500 28,800 36,000 45,000

Spell Level CL 11 CL 12 CL 13 CL 14 CL 15 CL 16 CL 17 CL 18 CL 19 CL 20
1st 23,250 28,125 34,125 42,000 53,250 72,375 97,500 135,000 180,000 240,000
2nd 37,200 45,000 54,600 67,200 85,200 115,800 156,000 216,000 288,000 384,000
3rd 46,500 56,250 68,250 84,000 106,500 144,750 195,000 270,000 360,000 480,000
4th 55,800 67,500 81,900 100,800 127,800 173,700 234,000 324,000 432,000 576,000

Spell Level CL 21 CL 22 CL 23 CL 24 CL 25 CL 26 CL 27 CL 28 CL 29 CL 30
1st 318,750 427,500 566,250 750,000 975,000 1,312,500 1,725,000 2,325,000 3,075,000 4,087,500
2nd 510,000 684,000 906,000 1,200,000 1,560,000 2,100,000 2,760,000 3,720,000 4,920,000 6,540,000
3rd 637,500 855,000 1,132,500 1,500,000 1,950,000 2,625,000 3,450,000 4,650,000 6,150,000 8,175,000
4th 765,000 1,026,000 1,359,000 1,800,000 2,340,000 3,150,000 4,140,000 5,580,000 7,380,000 9,810,000

Spell Level CL 31 CL 32 CL 33 CL 34 CL 35
1st 5,400,000 7,087,500 9,375,000 12,412,500 16,537,500
2nd 8,640,000 11,340,000 15,000,000 19,860,000 26,460,000
3rd 10,800,000 14,175,000 18,750,000 24,825,000 33,075,000
4th 12,960,000 17,010,000 22,500,000 29,790,000 39,690,000

Templates For New Items



  • Weapon Base Prices - used as base price for all items unless price-nudge field is left blank


Example Magic Rods

Magic Item Name Description Cost
Light Caduceus Rod Allows wielder to cast Cure Light Wounds as a standard action. 750 gp
Moderate Caduceus Rod Allows wielder to cast Cure Moderate Wounds as a standard action. 4,500 gp
Serious Caduceus Rod Allows wielder to cast Cure Serious Wounds as a standard action. 11,250 gp
Critical Caduceus Rod Allows wielder to cast Cure Critical Wounds as a standard action. 22,500 gp