Rod of Bitter Wind

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Rod of Bitter Wind

Rod of Bitter Wind

CL 5 Magic Rod • Weak Abjuration
Cost: 11,250 gp
Weight: 5 lbs.

A Rod of Bitter Wind consists of a stout handle which 'fans out' into a wide, lightweight section obviously designed to catch and move the air as it is waved around. They are made of a wide variety of sturdy but lightweight materials, such as bundled palm fronds, stretched leather or membranes, laminated insect wings, lacy carved wood, and the like. They frequently have intaglio, etchings, paintings, and similar decorations with bird-like or aeolian imagery the most common. They tend to be a bit more bulky than many rods, which is reflected in their weight.

You speak the command word of this Rod as a heavily aspirated, windy sound, vigorously fanning with the rod in your hand, in order to cast a Wind Wall spell. Your actions direct the wind thus created to form a small, intense, sustained blast where you wish it within 100 feet of your space. A vertical curtain of wind appears in one or more squares, the number of squares dictated by the Creator Level of the rod. At creator level 5 to 9, one square is affected. At creator level 10 to 14, 2 squares, at 15 to 19, three squares, 20 to 24, four squares, at 25 to 29, five squares, at 30 to 34, six squares, and at creator level 35 and higher, seven squares. Each affected square is filled with intensely compressed raging wind to a height of ten feet, vapor and dust fountaining. The wielder of the rod must define at the time of casting if the effect is rounded (allowing creatures to cut the corners when trying to move around it) or squared (creatures cannot cut the corners to go around it.)
This roaring blast moves vertically as seen by the creator when cast, and remains fixed for the duration. It is of strength sufficient to blow away any bird smaller than an eagle, or tear papers and similar materials from unsuspecting hands. (The wielder may make a Bailiwick Skill Check against the Maneuver Defense of creatures affected, to see if any light eligible objects are affected.) Size Tiny and smaller flying creatures cannot pass through the barrier. Loose materials and cloth garments fly upward when caught in a Wind Wall. Tiny or smaller creatures treat the squares of a Wind Wall as Impeded Terrain, Large or smaller creatures treat the squares of a Wind Wall as Difficult Terrain. Some movement types (Burrow, Teleport, or Vaulting, for example) may be able to bypass the walls effects, depending upon circumstances.
Projectiles (such as arrows and bolts) from any direction that pass through a wind wall are deflected upward and take a -2 penalty to hit, while any other normal ranged weapon passing through the wall takes a -1 to-hit. (A giant-thrown boulder, a siege engine projectile, and other massive ranged weapons are not affected.) Gases, most gaseous breath weapons, and creatures in Gaseous Form cannot pass through the wall (although it is no barrier to incorporeal creatures).
While the wall must be vertical according to the local map, you can shape it in any continuous path along the ground that you like. Choose squares that are occupied by the Wind Wall and place them in a continuous shape as desired. It is possible to create cylindrical or square wind walls to enclose specific points. If cast multiple times, several castings can be 'joined together' to create longer or taller walls. Each five foot long and ten foot tall segment created can be placed side to side or above an existing segment, and they join together to form a seamless barrier.
Wind wall does not block line of sight except to sound and scent-based senses. It does break line of effect for objects small enough to be tossed upwards by the spell (as detailed above), but larger objects, and creatures sized-small or larger, still have line of effect. Fireball, for example, is blocked, but Contagious Flames is not.
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
- -  - -
- -  - -
- -  - -
- -  - -
5 11,250 gp  19 -
6 15,000 gp  20 -
7 18,750 gp  20 -
8 24,000 gp  21 -
9 30,000 gp  21 -
10 37,500 gp  22 -
11 46,500 gp  23 -
12 56,250 gp  24 -
13 68,250 gp  25 -
14 84,000 gp  26 -
15 106,500 gp  28 -
16 144,750 gp  29 -
17 195,000 gp  29 -
18 270,000 gp  30 -
19 360,000 gp  31 -
20 480,000 gp  32 -
Creator Level Cost Save DC Damage Dealt
21 637,500 gp  33 -
22 855,000 gp  34 -
23 1,132,500 gp  35 -
24 1,500,000 gp  36 -
25 1,950,000 gp  37 -
26 2,625,000 gp  38 -
27 3,450,000 gp  39 -
28 4,650,000 gp  40 -
29 6,150,000 gp  42 -
30 8,175,000 gp  43 -
31 10,800,000 gp  45 -
32 14,175,000 gp  46 -
33 18,750,000 gp  47 -
34 24,825,000 gp  48 -
35 33,075,000 gp  49 -

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 20 (10 + double CL)), Languid (tier 1) remnant, An item symbolic of the enchantment, 5,625 gp (minus cost of symbolic item).