Wavestriders Rod

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Wavestriders Rod

Wavestriders Rod

CL 3 Magic Rod • Weak Transmutation
Cost: 1,875 gp
Weight: 4 lbs.

This rod is made of water, liquid yet magically held in the shape of a sturdy rod. The two ends are capped by a pair of shoes, the water running into and out of the openeings where ankles should be. When activated, the shoes tap their toes in a jaunty fashion.

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

When the rod is activated, it taps the toes of its shoes. You can then touch yourself or another willing target and impart upon you or them the ability to Hover, but only above a flat surface unsuitable for normal Walk movement. This allows you to walk on water, mud, blood, or things such as lava, although to be fair, simply getting that close to Lava is still extremely hazardous. See the Environmental Effects rules for all the awful details. If activated below the surface, this effect pulls you quickly to the surface. See the spell writeup for further details.

Higher level versions of this Rod grant no greater protection, but the higher Creator Level does make the effect stronger and more difficult to Dispel. You REALLY don't want this dispelled above lava....

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.

This rod lays a divine charge on its target(s). If the targets are something other than you or another creature (such as an object or area), the spell lays a divine charge on you, the caster. Targets which already have a divine charge present must choose which to keep if the new spell has the same charge type. Only one divine charge can ever be present on a target at a time.

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, 938 gp (minus cost of symbolic item).