Difference between revisions of "Warding Rod"

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| Item-Abilities| When the rod is activated, it buzzes gently and manifest a ball of glowing energy, the color and symbolism evocative of the type of energy being protected against. You can then touch yourself or another willing target and impart upon you or them temporary hit points that only effect damage of one specific [[Damage_and_Resistance#Energy_Damage | Energy Type]]. You must specify which energy type when you activate the Rod. This can be any energy type you wish, Common, Uncommon, or Rare. Each use of this Rod only protects against the exact sort of energy specified. Protection against [[Darkfire]], for example, gives no protection against plain old [[Fire]] damage.
 
| Item-Abilities| When the rod is activated, it buzzes gently and manifest a ball of glowing energy, the color and symbolism evocative of the type of energy being protected against. You can then touch yourself or another willing target and impart upon you or them temporary hit points that only effect damage of one specific [[Damage_and_Resistance#Energy_Damage | Energy Type]]. You must specify which energy type when you activate the Rod. This can be any energy type you wish, Common, Uncommon, or Rare. Each use of this Rod only protects against the exact sort of energy specified. Protection against [[Darkfire]], for example, gives no protection against plain old [[Fire]] damage.
  
: This rod grants 3 temporary hitpoints per [[creator level]] (to a maximum of 105 points at 35th level). These may be removed by the exact kind of energy damage only, or they disappear at the end of combat, like all temporary hit points.  NOTE: These temp hit points will not stack with any other source of temporary hit points: In all cases, you must choose the source of temp hitpoints you wish to use.
+
: This rod grants 3 temporary hit points per [[creator level]] (to a maximum of 105 points at 35th level). These may be removed by the exact kind of energy damage only, or they disappear at the end of combat, like all temporary hit points.  NOTE: These temp hit points will not stack with any other source of temporary hit points: In all cases, you must choose the source of temp hit points you wish to use.
  
 
:This rod lays an [[arcane charge]] on recipients, but that charge specifically overlaps (and stacks with) any level of [[Resist Energy (Sorcerer/Wizard Spell)]], as well as the communal versions of those spells. If a character is warded by ''Protection from Energy'' and any version of ''Resist Energy'' (such as from an Anchoring Rod), both spells share the same charge and the ''Protection from Energy'' spell absorbs damage before Resist Energy is even affected, until the power of ''Protection from Energy'' is exhausted.
 
:This rod lays an [[arcane charge]] on recipients, but that charge specifically overlaps (and stacks with) any level of [[Resist Energy (Sorcerer/Wizard Spell)]], as well as the communal versions of those spells. If a character is warded by ''Protection from Energy'' and any version of ''Resist Energy'' (such as from an Anchoring Rod), both spells share the same charge and the ''Protection from Energy'' spell absorbs damage before Resist Energy is even affected, until the power of ''Protection from Energy'' is exhausted.

Latest revision as of 22:00, 13 September 2019

Warding Rod

Warding Rod

CL 5 Magic Rod • Weak Abjuration
Cost: 3,750 gp
Weight: 4 lbs.

This rod is made of some strange dull black material, like a weird cross between wood, metal, and pottery. It seems slightly warm when touched. The ends are capped with a ball of the same material on one end, and a triangular array of blunt spikes on the other. When activated, the triangular cage manifests a ball of energy within, the color and style of which reflects the energy type specified suring activation.

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

When the rod is activated, it buzzes gently and manifest a ball of glowing energy, the color and symbolism evocative of the type of energy being protected against. You can then touch yourself or another willing target and impart upon you or them temporary hit points that only effect damage of one specific Energy Type. You must specify which energy type when you activate the Rod. This can be any energy type you wish, Common, Uncommon, or Rare. Each use of this Rod only protects against the exact sort of energy specified. Protection against Darkfire, for example, gives no protection against plain old Fire damage.
This rod grants 3 temporary hit points per creator level (to a maximum of 105 points at 35th level). These may be removed by the exact kind of energy damage only, or they disappear at the end of combat, like all temporary hit points. NOTE: These temp hit points will not stack with any other source of temporary hit points: In all cases, you must choose the source of temp hit points you wish to use.
This rod lays an arcane charge on recipients, but that charge specifically overlaps (and stacks with) any level of Resist Energy (Sorcerer/Wizard Spell), as well as the communal versions of those spells. If a character is warded by Protection from Energy and any version of Resist Energy (such as from an Anchoring Rod), both spells share the same charge and the Protection from Energy spell absorbs damage before Resist Energy is even affected, until the power of Protection from Energy is exhausted.

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
- -  - -
- -  - -
- -  - -
- -  - -
5 11,250 gp  18 -
6 15,000 gp  19 -
7 18,750 gp  20 -
8 24,000 gp  21 -
9 30,000 gp  22 -
10 37,500 gp  24 -
11 46,500 gp  25 -
12 56,250 gp  26 -
13 68,250 gp  26 -
14 84,000 gp  27 -
15 106,500 gp  28 -
16 144,750 gp  29 -
17 195,000 gp  30 -
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  32 -
22 855,000 gp  33 -
23 1,132,500 gp  34 -
24 1,500,000 gp  35 -
25 1,950,000 gp  35 -
26 2,625,000 gp  36 -
27 3,450,000 gp  36 -
28 4,650,000 gp  37 -
29 6,150,000 gp  38 -
30 8,175,000 gp  39 -
31 10,800,000 gp  40 -
32 14,175,000 gp  41 -
33 18,750,000 gp  42 -
34 24,825,000 gp  43 -
35 33,075,000 gp  44 -

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, 1,875 gp (minus cost of symbolic item).