Rod of Cancellation

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Rod of Cancellation

Rod of Cancellation

CL 5 Magic Rod • Weak Transmutation
Cost: 11,250 gp
Weight: 4 lbs.

This rod is in the shape of a a stylized set of calipers and miters, symbolic of the power of the mundane. This rod is the bane of all other magics, and when presented strongly against any type of magic as described below, may snuff it out of existence.

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

When activated, this rod allows the user to end one ongoing spell that has been cast on a creature or object, or to temporarily suppress the magical abilities of a creature or magic item. A dispelled spell ends as if dismissed by its caster. Some spells, as detailed in their descriptions, can't be defeated by Dispel Magic. Dispel Magic can suppress (but not counter) spell-like abilities or supernatural abilities. The effect of a spell with an instantaneous duration can't be dispelled, because the magical effect is already over before the Dispel Magic can take effect.
  • Dispel a Spell: One object, creature, or spell is the target of the Dispel Magic spell. The wielder makes a bailiwick skill check versus a Hard DC based on the CR of the creature, or caster level of the item being targeted. If successful, the highest level spell effect present on the creature or object immediately ends. If all spells are of the same level (or have undefined levels, as with most monster spells), the caster may remove the spell of their choice, assuming they know which spells are present. If they have no ideas which spells are present, the dispelled spell is chosen randomly.
You can also use a targeted dispel to specifically end one spell affecting the target or one spell affecting an area (such as a Pillar of Fire (Sorcerer/Wizard Spell)). You must name the specific spell effect to be targeted in this way. If your bailiwick skill check equals or exceeds a Hard DC for the CR of the caster, it ends.
If you target an object or creature that is the effect of an ongoing spell (such as a monster summoned by any Summon Monster spell, you make a bailwick skill roll to end the spell that conjured the object or creature.
If the object that you target is a magic item, you make a bailiwick skill roll against a Hard DC based on the item's caster level. If you succeed, all the item's magical properties are suppressed until the end of the encounter, or for 1 minute outside of combat, after which the item recovers its magical properties. A suppressed item becomes non-magical for the duration of the effect. An interdimensional opening (such as a Magic Haversack or a Bag of Holding) is temporarily closed (any object it contains remain inside but inaccessible). A magic item's physical properties are unchanged: A suppressed magic sword is still a sword. Artifacts and deities are unaffected by mortal magic such as this.
You automatically succeed on your bailiwick skill roll against any spell that you cast yourself.
  • Suppress an Ability: You may instead attempt to temporarily suppress a spell-like or supernatural ability on a creature. You make one bailiwick skill roll against a Hard DC based on the creature's CR or level. If successful, one of that creature's spell-like (sp) or supernatural (su) abilities is suppressed for 1 round. If you achieve a Impossible DC on the check, the ability is suppressed for 2 rounds. If used outside of combat, a successful check suppresses the targeted ability for 1 minute.
If successful, the player may roll randomly, if they know nothing of the creature, to determine which of the creature's abilities is suppressed. If they made a basic Knowledge skill check to know about the monster, they may choose based on the name (and only the name) of each ability. If they made a full Knowledge skill check, they may pick the ability they want.
This has no effect on creatures which have no supernatural or spell-like abilities (only extraordinary). No extraordinary abilities may ever be suppressed with dispel magic.
Special: While a Hard skill check is not easy to make, all is not lost. Higher level versions of the Rod of Cancellation add a circumstance bonus to your bailiwick skill, specifically for breaking and dispelling magics, equal to three plus the creator level of the rod divided by seven (dropping fractions). Thus, at creator levels 7 through 13 the bonus is +4, at levels 14 through 20 it is +5, at levels 21 through 27 it is +6, at levels 28 through 34 it is +7, and at creator level 35 it is +8.


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 5d6
6 15,000 gp  20 6d6
7 18,750 gp  20 7d6
8 24,000 gp  21 8d6+8
9 30,000 gp  21 9d6+9
10 37,500 gp  22 10d6+10
11 46,500 gp  23 11d6+11
12 56,250 gp  24 12d6+12
13 68,250 gp  25 13d6+13
14 84,000 gp  26 14d6+14
15 106,500 gp  28 15d6+15
16 144,750 gp  29 16d6+32
17 195,000 gp  29 17d6+34
18 270,000 gp  30 18d6+36
19 360,000 gp  31 19d6+38
20 480,000 gp  32 20d6+40
Creator Level Cost Save DC Damage Dealt
21 637,500 gp  33 21d6+42
22 855,000 gp  34 22d6+44
23 1,132,500 gp  35 23d6+46
24 1,500,000 gp  36 24d6+72
25 1,950,000 gp  37 25d6+75
26 2,625,000 gp  38 26d6+78
27 3,450,000 gp  39 27d6+81
28 4,650,000 gp  40 28d6+84
29 6,150,000 gp  42 29d6+87
30 8,175,000 gp  43 30d6+90
31 10,800,000 gp  45 31d6+93
32 14,175,000 gp  46 32d6+128
33 18,750,000 gp  47 33d6+132
34 24,825,000 gp  48 34d6+136
35 33,075,000 gp  49 35d6+140

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).