Rod of Burning

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Rod of Burning

Rod of Burning

CL 3 Magic Rod • Weak Transmutation
Cost: 4,500 gp
Weight: 2 lbs.

A Rod of Burning is usually made of dark wood, heavily inlaid with runes of red metal. The runes glow with a ruddy light, lending the device a sinister air. Aside from the inlaid runes, a Rod of Blasting is fairly simply made, stright and unadorned, perhaps with a re-inforcing band on both ends. One end of a Rod of Burning has a small hole, into which oil must be poured before the Rod can be used. While filled with oil, the Rod emits a faint smell of burning, and leaves a light haze of smoke when moved around.

You speak the command word of this Rod with a harsh, rasping note, pointing the Rod at your desired target. A Rod of Burning casts a Pyrotechnics spell, but conveniently, the Rod has a supply of oil within it. This means that while the Rod can be used to detonate an existing fire source, if one exists, it can also be commanded to emit a gout of burning oil to a target square within range, to which there is line of sight and line of effect, and then detonate that oil to power its effects. One flask of oil (see above) is sufficient to empower the Rod for an entire days use.

When activated, choose a square within 100 feet of your space which already contains a fire source, or to which you can squirt a gout of burning oil. Once the square is afire, the fire erupts.

A Rod of Burning turns a fire into a burst of blinding fireworks, leaving behind a dense column of black smoke. The spell uses one fire source, which is immediately extinguished, or the gout of burning oil supplied by the Rod itself.

  • Fireworks: The fireworks are a flashing, fiery, momentary burst of glowing, colored aerial lights that fill all squares within 15 feet of the source square. This effect inflicts fire (energy, common) damage according to the creator level of the rod (see below), and causes affected creatures to become dazzled. A saving throw as above will reduce the damage by half, but does not affect the dazzle. These creatures must have line of sight and line of effect to the source square to be affected.
  • Smoke Cloud: A stream of smoke billows up from the source square, forming a dense column one square wide that is up to 20 feet high. All sight, even darkvision, is ineffective in or through the column. All within the smoke gain partial concealment. Unless dispersed sooner, this column of smoke persists until the end of the encounter.
A moderate wind (11+ mph) disperses and dispels the smoke in 2 rounds; a strong wind (21+ mph) disperses and dispels the effect in 1 round. The spell effect cannot penetrate liquids, nor can it be cast underwater or in other fluids. Other Environmental Effects may disperse or enhance it at the GM's discretion.
This spell is subject to dispersal by Dispersing spells. Dispersing spells contain vigorous winds, fresh air, air currents, or other effects. Squares of this spell's effect which intersect with a Dispersing spell's squares of effect are dispelled, but all other squares remain. The GM adjudicates all unusual circumstances.
Dispersing spells include Dispersing (Aggressive Thundercloud, Greater (Druid Spell),  Aggressive Thundercloud, Greater (Sorcerer/Wizard Spell),  Aggressive Thundercloud (Druid Spell),  Aggressive Thundercloud (Sorcerer/Wizard Spell),  Air Step (Alchemist Extract),  Air Step (Bard Spell),  Air Step (Cleric Spell),  Air Step (Druid Spell),  Air Step (Paladin Spell),  Air Step (Ranger Poultice),  Air Step (Sorcerer/Wizard Spell),  Calm Air (Druid Spell),  Calm Air (Sorcerer/Wizard Spell),  Cloak of Winds (Druid Spell),  Cloak of Winds (Ranger Poultice),  Cloak of Winds (Sorcerer/Wizard Spell),  Freedom (Sorcerer/Wizard Spell),  Gust of Wind (Druid Spell),  Gust of Wind (Sorcerer/Wizard Spell),  Hurricane Blast (Druid Spell),  Hurricane Blast (Sorcerer/Wizard Spell),  Pillar of Fire (Druid Spell),  Pillar of Fire (Sorcerer/Wizard Spell),  Resilient Sphere (Sorcerer/Wizard Spell),  Scouring Winds (Druid Spell),  Scouring Winds (Sorcerer/Wizard Spell),  Telekinetic Sphere (Sorcerer/Wizard Spell),  Wind Wall (Cleric Spell),  Wind Wall (Druid Spell),  Wind Wall (Sorcerer/Wizard Spell)), and any other effects the GM rules as dispersing gases, fogs, mists, etc.



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).