Great Gusts Rod: Difference between revisions
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| Item-Abilities| When the rod is activated, it emits a vast blast of air, of approximately 50 mph in intensity, that originates from you and reaches out 5 squares from your space in all directions, affecting all creatures in the area of effect. For a size Medium wielder, this forms an 11x11 square centered on the caster. The air blasts forth, then ends. | | Item-Abilities| When the rod is activated, it emits a vast blast of air, of approximately 50 mph in intensity, that originates from you and reaches out 5 squares from your space in all directions, affecting all creatures in the area of effect. For a size Medium wielder, this forms an 11x11 square centered on the caster. The air blasts forth, then ends. | ||
This spell acts exactly as [[Gust of Wind (Sorcerer/Wizard Spell)]], except it blasts in every direction away from you. | |||
All flying creatures in this area take a -4 penalty on [[Movement]] checks. All creatures are subjected to {{dmg|buffeting}} damage according to the table below, based upon the Creator Level of the Rod, as they are slammed and pummeled by the gusty flow of wind. A Fortitude save made against a DC as noted below will lower this damage by half. | |||
Tiny or smaller flying creatures must make a Movement (Fly) skill check against a Challenging DC for the creator level of the rod or suffer a [[Push]] to the end of the area of effect (up to five squares). Small or smaller flying creatures must make a Movement (Fly) skill check against an Average DC for the creator level of the rod to avoid the Push. | |||
Size Medium and smaller creatures on the ground must make an Average DC [[Movement]] check against the creator level of the rod to avoid being Pushed 1 square. | |||
Large or larger creatures may move normally within the effect. | |||
This spell can't move a creature beyond the limit of its range, but it is permissible to 'edge' opponents diagonally to make them stack up neater. | |||
The force of the gust automatically extinguishes [[candle]]s, [[torch]]es, and similar small, unprotected flames. It causes protected flames, such as those in [[lantern]]s, to dance wildly and has a 50% chance to extinguish those lights. | |||
In addition to the effects noted, a ''Gust of Wind'' can do anything that a sudden blast of wind would be expected to do. It can create a stinging spray of sand or dust, fan a large fire, overturn delicate awnings or hangings, heel over a small boat, and blow gases or vapors to the edge of its range. Other [[Environmental Effects]] may disperse or enhance this spell at the GM's discretion, and indeed, this spell is quite susceptible to many Environmental Effects. Using a Storming Rod during a Hurricane is not likely to receive much notice! | |||
This spell can be used to disperse Obscuring spells. Gases, fogs, and vapors that intersect the squares occupied by this spell are dispersed in those squares. | |||
Obscuring spells include: {{Spell-Type|Obscuring}}, and any other effects the GM rules as being affected. | |||
{{Rod-Costs|sp=4|max=35}} | {{Rod-Costs|sp=4|max=35}} |
Revision as of 17:09, 17 September 2019
Storming Rod
- Cost: 22,500 gp
- Weight: 4.0 lbs.
This rod is made of a silvery metal enameled with blue and white embellishments. It is carved into fanciful shapes evocative of gusting winds. It has a delicate-seeming crystal sphere on each end, filled with shifting mist. When activated, it trembles in the grasp and sounds of a great, rushing wind.
Wielders of this rod can utter a command word as a standard action to cast a Hurricane Blast spell, using up one charge from the rod.
This spell acts exactly as Gust of Wind (Sorcerer/Wizard Spell), except it blasts in every direction away from you.
All flying creatures in this area take a -4 penalty on Movement checks. All creatures are subjected to buffeting (physical, uncommon) damage according to the table below, based upon the Creator Level of the Rod, as they are slammed and pummeled by the gusty flow of wind. A Fortitude save made against a DC as noted below will lower this damage by half.
Tiny or smaller flying creatures must make a Movement (Fly) skill check against a Challenging DC for the creator level of the rod or suffer a Push to the end of the area of effect (up to five squares). Small or smaller flying creatures must make a Movement (Fly) skill check against an Average DC for the creator level of the rod to avoid the Push.
Size Medium and smaller creatures on the ground must make an Average DC Movement check against the creator level of the rod to avoid being Pushed 1 square.
Large or larger creatures may move normally within the effect.
This spell can't move a creature beyond the limit of its range, but it is permissible to 'edge' opponents diagonally to make them stack up neater.
The force of the gust automatically extinguishes candles, torches, and similar small, unprotected flames. It causes protected flames, such as those in lanterns, to dance wildly and has a 50% chance to extinguish those lights.
In addition to the effects noted, a Gust of Wind can do anything that a sudden blast of wind would be expected to do. It can create a stinging spray of sand or dust, fan a large fire, overturn delicate awnings or hangings, heel over a small boat, and blow gases or vapors to the edge of its range. Other Environmental Effects may disperse or enhance this spell at the GM's discretion, and indeed, this spell is quite susceptible to many Environmental Effects. Using a Storming Rod during a Hurricane is not likely to receive much notice!
This spell can be used to disperse Obscuring spells. Gases, fogs, and vapors that intersect the squares occupied by this spell are dispersed in those squares.
Obscuring spells include: Obscuring (Acid Fog (Sorcerer/Wizard Spell), Aggressive Thundercloud, Greater (Druid Spell), Aggressive Thundercloud, Greater (Sorcerer/Wizard Spell), Aggressive Thundercloud (Druid Spell), Aggressive Thundercloud (Sorcerer/Wizard Spell), Barrow Haze (Cleric Spell), Barrow Haze (Sorcerer/Wizard Spell), Cloudkill (Sorcerer/Wizard Spell), Euphoric Cloud (Druid Spell), Euphoric Cloud (Sorcerer/Wizard Spell), Fog Cloud (Alchemist Extract), Fog Cloud (Druid Spell), Fog Cloud (Ranger Poultice), Fog Cloud (Sorcerer/Wizard Spell), Incendiary Cloud (Sorcerer/Wizard Spell), Mind Fog (Bard Spell), Mind Fog (Paladin Spell), Mind Fog (Sorcerer/Wizard Spell), Nauseating Trail (Alchemist Extract), Nauseating Trail (Druid Spell), Nauseating Trail (Sorcerer/Wizard Spell), Plague Storm (Cleric Spell), Plague Storm (Druid Spell), Plague Storm (Sorcerer/Wizard Spell), Solid Fog (Sorcerer/Wizard Spell), Stinking Cloud (Alchemist Extract), Stinking Cloud (Sorcerer/Wizard Spell), Twilight Haze (Paladin Spell), Twilight Haze (Sorcerer/Wizard Spell)), and any other effects the GM rules as being affected.
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 |
---|---|---|---|
- | - | - | - |
- | - | - | - |
- | - | - | - |
- | - | - | - |
- | - | - | - |
- | - | - | - |
7 | 22,500 gp | 21 | 7d6+7 |
8 | 28,800 gp | 22 | 8d6+8 |
9 | 36,000 gp | 22 | 9d6+9 |
10 | 45,000 gp | 23 | 10d6+10 |
11 | 55,800 gp | 24 | 11d6+11 |
12 | 67,500 gp | 25 | 12d6+24 |
13 | 81,900 gp | 26 | 13d6+26 |
14 | 100,800 gp | 27 | 14d6+28 |
15 | 127,800 gp | 29 | 15d6+30 |
16 | 173,700 gp | 30 | 16d6+32 |
17 | 234,000 gp | 30 | 17d6+34 |
18 | 324,000 gp | 31 | 18d6+54 |
19 | 432,000 gp | 32 | 19d6+57 |
20 | 576,000 gp | 33 | 20d6+60 |
Creator Level | Cost | Save DC | Damage Dealt |
---|---|---|---|
21 | 765,000 gp | 34 | 21d6+63 |
22 | 1,026,000 gp | 35 | 22d6+66 |
23 | 1,359,000 gp | 36 | 23d6+69 |
24 | 1,800,000 gp | 37 | 24d6+96 |
25 | 2,340,000 gp | 38 | 25d6+100 |
26 | 3,150,000 gp | 39 | 26d6+104 |
27 | 4,140,000 gp | 40 | 27d6+108 |
28 | 5,580,000 gp | 41 | 28d6+112 |
29 | 7,380,000 gp | 43 | 29d6+116 |
30 | 9,810,000 gp | 44 | 30d6+150 |
31 | 12,960,000 gp | 46 | 31d6+155 |
32 | 17,010,000 gp | 47 | 32d6+160 |
33 | 22,500,000 gp | 48 | 33d6+165 |
34 | 29,790,000 gp | 49 | 34d6+170 |
35 | 39,690,000 gp | 50 | 35d6+175 |
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 24 (10 + double CL)), Languid (tier 1) remnant, An item symbolic of the enchantment, 11,250 gp (minus cost of symbolic item).