Rod of Darts: Difference between revisions

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The missiles strike unerringly as long as there is line of sight and line of effect to each target, even if the target is in melee combat, so long as it has less than total cover or total concealment. Specific parts of a creature can't be singled out. Objects are not damaged by the spell, and it cannot inflict [[Sunder]]s.
The missiles strike unerringly as long as there is line of sight and line of effect to each target, even if the target is in melee combat, so long as it has less than total cover or total concealment. Specific parts of a creature can't be singled out. Objects are not damaged by the spell, and it cannot inflict [[Sunder]]s.


There is no saving throw for this effect.
There is no saving throw for this effect. (Monsters with the minion role would get a saving throw against this effect, using the saving throw listed below, based on the creator level of the rod.)


If a targeted creature has spell resistance, the wielder of the rod must first make a [[Bailiwick]] skill check against the target's [[Maneuver Defense]].  If they equal or exceed this number, the spell is resolved against the target as normal.  If the check fails, the spell is cast from the rod (using up a charge) but has no effect on the target creature.
If a targeted creature has spell resistance, the wielder of the rod must first make a [[Bailiwick]] skill check against the target's [[Maneuver Defense]].  If they equal or exceed this number, the spell is resolved against the target as normal.  If the check fails, the spell is cast from the rod (using up a charge) but has no effect on the target creature.


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Revision as of 18:59, 14 September 2019

Rod of Darts

Rod of Darts

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

This rod is a metal rod of dull grey material, with the exact metal being unclear. It is capped on one end a translucent crystal sphere with vague lights within, and it is capped on the other end by a three-sided pyramid, with sharp glints of light dancing within, and about it. When activated with a command word, it kicks in the hand as if struck, and shimmering motes of light burst forth from the pyramid to your targets with unerring accuracy.

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

When the rod is activated, one or more missiles of magical energy darts forth from the rod and strike one or more targets within 100 feet of the wielder. Each dart deals 1d6 points of force (energy, uncommon) damage per missile, and the number of missiles fired is equal to the creator level of the rod. However, you may never target more than four targets per casting of the rod, even if the number of missiles is greater than four, and no two targets may be more than 15 feet apart from each other. A single missile can strike only one creature.

The missiles strike unerringly as long as there is line of sight and line of effect to each target, even if the target is in melee combat, so long as it has less than total cover or total concealment. Specific parts of a creature can't be singled out. Objects are not damaged by the spell, and it cannot inflict Sunders.

There is no saving throw for this effect. (Monsters with the minion role would get a saving throw against this effect, using the saving throw listed below, based on the creator level of the rod.)

If a targeted creature has spell resistance, the wielder of the rod must first make a Bailiwick skill check against the target's Maneuver Defense. If they equal or exceed this number, the spell is resolved against the target as normal. If the check fails, the spell is cast from the rod (using up a charge) but has no effect on the target creature.

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 -
2 1,688 gp  15 -
3 2,813 gp  15 -
4 4,125 gp  16 -
5 5,625 gp  17 -
6 7,500 gp  18 -
7 9,375 gp  18 -
8 12,000 gp  19 -
9 15,000 gp  19 -
10 18,750 gp  20 -
11 23,250 gp  21 -
12 28,125 gp  22 -
13 34,125 gp  23 -
14 42,000 gp  24 -
15 53,250 gp  26 -
16 72,375 gp  27 -
17 97,500 gp  27 -
18 135,000 gp  28 -
19 180,000 gp  29 -
20 240,000 gp  30 -
Creator Level Cost Save DC Damage Dealt
21 318,750 gp  31 -
22 427,500 gp  32 -
23 566,250 gp  33 -
24 750,000 gp  34 -
25 975,000 gp  35 -
26 1,312,500 gp  36 -
27 1,725,000 gp  37 -
28 2,325,000 gp  38 -
29 3,075,000 gp  40 -
30 4,087,500 gp  41 -
31 5,400,000 gp  43 -
32 7,087,500 gp  44 -
33 9,375,000 gp  45 -
34 12,412,500 gp  46 -
35 16,537,500 gp  47 -

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).