Magic Rods: Difference between revisions
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While each rod (or ceremonial dagger, or ceremonial sickle) varies greatly in design and appearance, they are all built solidly enough to make credible (barely) attacks with them, without any fear of damaging them. As a result, when wielding a rod, in addition to being able to use it to cast a spell, you also threaten enemies within your reach, can provide flanks for your allies, and you can make melee attacks with the rod using the stats for a mage rod (or athame, or sickle), including attacks of opportunity. | While each rod (or ceremonial dagger, or ceremonial sickle) varies greatly in design and appearance, they are all built solidly enough to make credible (barely) attacks with them, without any fear of damaging them. As a result, when wielding a rod, in addition to being able to use it to cast a spell, you also threaten enemies within your reach, can provide flanks for your allies, and you can make melee attacks with the rod using the stats for a mage rod (or athame, or sickle), including attacks of opportunity. | ||
Each magic rod is also enchanted to cast a single spell, of spell level 4 or less. This property allows any class to partially access the spellcasting system, and rods are designed to feel and act very much like spells, but all users of rods must be aware, the effects that Rods produce are SIMILAR to spells, but only sometimes exactly the same. In particular, damaging spells sourced from Rods do damage as described in the Rod itself, and a careful read of the effects of each rod may reveal slight cosmetic or operational differences. | Each magic rod is also enchanted to cast a single spell, of spell level 4 or less. This property allows any class to partially access the spellcasting system, and rods are designed to feel and act very much like spells, but all users of rods must be aware, the effects that Rods produce are SIMILAR to spells, but only sometimes exactly the same. In particular, damaging spells sourced from Rods do damage as described in the Rod itself, and a careful read of the effects of each rod may reveal slight cosmetic or operational differences. These slight mechanical differences are one reason why wizards cannot learn a spell by buying a rod. Wizards can only learn new spells from scrolls, or leveling up. | ||
That said, using a rod counts as spellcasting for most feats, class abilities, racial abilities, and other effects in the game. The GM should adjudicate any unusual situations as they deem fit, of course. (For example, suppose a character is playing a Rogue who is pretending to be a wizard. They have an arsenal glove and an array of rods and staves that they use to produce spell effects, and use sleight of hand to hide the fact that they are using rods for all their flashy magics. Will this work? Seems legit to us, but that's up to the GM!) | |||
Casting the spell from the rod is usually a [[standard action]] that provokes attacks of opportunity, just as with casting a spell. You may make a [[Bailiwick]] check to cast the spell defensively, even if your character class is not normally a spellcaster. The DC of this check is {{Hi|10 + (Spell Level x 4)}}. If you succeed, you cast the spell successfully from a threatened space. If you fail, you are unable to successfully cast the spell, but you still burn a charge from the rod. | Casting the spell from the rod is usually a [[standard action]] that provokes attacks of opportunity, just as with casting a spell. You may make a [[Bailiwick]] check to cast the spell defensively, even if your character class is not normally a spellcaster. The DC of this check is {{Hi|10 + (Spell Level x 4)}}. If you succeed, you cast the spell successfully from a threatened space. If you fail, you are unable to successfully cast the spell, but you still burn a charge from the rod. | ||
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Rods have 50 charges in them when they are new, and they can never hold more than 50 charges. Each time you cast a spell from the rod, it permanently uses up one of those charges (even if the spell being cast is a 0th-level cantrip or orison). Once all 50 charges are expended, the rod becomes inert until it is recharged. Rods can be recharged by purchasing a [[Manastone, Small| Small Manastone]]. | Rods have 50 charges in them when they are new, and they can never hold more than 50 charges. Each time you cast a spell from the rod, it permanently uses up one of those charges (even if the spell being cast is a 0th-level cantrip or orison). Once all 50 charges are expended, the rod becomes inert until it is recharged. Rods can be recharged by purchasing a [[Manastone, Small| Small Manastone]]. | ||
Each time you cast the spell from the rod, you must make a [[Use Magic Device]] check to cast it, unless the spell is a spell that is present on your character class' class spell list. Even if you are too low level to cast the spell normally, or you haven't learned that spell, as long as you ''could'' learn it eventually from your class spell list, you can skip this check. Everyone else needs to make the check. The DC of the check is {{Hi| | Each time you cast the spell from the rod, you must make a [[Use Magic Device]] check to cast it, unless the spell is a spell that is present on your character class' class spell list. Even if you are too low level to cast the spell normally, or you haven't learned that spell, as long as you ''could'' learn it eventually from your class spell list, you can skip this check. Everyone else needs to make the check. The DC of the check is {{Hi|10 + (2x creator level of the rod)}}. If you succeed on the check, the spell is cast. If you fail the check by 4 or less (a normal failure), you waste the action required by the rod to cast the spell and nothing happens. If you roll a natural 1 or fail the check by 5 or more (a critical failure), you waste the action, no spell is cast, but a charge is used up on the rod. | ||
While a rod can only contain a spell of spell level 4 or lower (and never more than one spell), the creator level of the rod can be anything from the minimum required to cast a spell of that level all the way up to creator level 35. Higher creator levels on rods cost more, needless to say, but they often improve the efficacy of the spell being cast. As a result, it is usually advantageous to buy a rod with a higher creator level than the minimum, if you can afford to do so. Caveat Emptor! | While a rod can only contain a spell of spell level 4 or lower (and never more than one spell), the creator level of the rod can be anything from the minimum required to cast a spell of that level all the way up to creator level 35. Higher creator levels on rods cost more, needless to say, but they often improve the efficacy of the spell being cast. As a result, it is usually advantageous to buy a rod with a higher creator level than the minimum, if you can afford to do so. Caveat Emptor! | ||
A magic rod counts as an implement, granting the wielder their [[Implement Bonus]], if they get one, any time they must roll a to-hit roll when casting a spell or using a spell-like ability. As with other implements, magic rods can be used to perform a spell's somatic components, flicking and swishing the rod around instead of the caster's bare hands. | |||
Note that Magic Rods, as cool and awesome as they are, are merely the 'gateway item' to the much fancier and far more cool [[Magic Staves]] world. If you are interested in these kinds of items, we encourage you to go check out Magic Staves and see how much fun you can have with enchanted sticks! | Note that Magic Rods, as cool and awesome as they are, are merely the 'gateway item' to the much fancier and far more cool [[Magic Staves]] world. If you are interested in these kinds of items, we encourage you to go check out Magic Staves and see how much fun you can have with enchanted sticks! | ||
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{{Magic-Item-Table-Aid|Bell Ringers Rod}} | {{Magic-Item-Table-Aid|Bell Ringers Rod}} | ||
{{Magic-Item-Table-Aid|Bellows Rod}} | {{Magic-Item-Table-Aid|Bellows Rod}} | ||
{{Magic-Item-Table-Aid|Blasting Rod}} | |||
{{Magic-Item-Table-Aid|Bonebreakers Rod}} | {{Magic-Item-Table-Aid|Bonebreakers Rod}} | ||
{{Magic-Item-Table-Aid|Breaking Rod}} | {{Magic-Item-Table-Aid|Breaking Rod}} | ||
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{{Magic-Item-Table-Aid|Critical Caduceus Rod}} | {{Magic-Item-Table-Aid|Critical Caduceus Rod}} | ||
{{Magic-Item-Table-Aid|Divers Rod}} | {{Magic-Item-Table-Aid|Divers Rod}} | ||
{{Magic-Item-Table-Aid|Freshet Rod}} | |||
{{Magic-Item-Table-Aid|Glittering Rod}} | {{Magic-Item-Table-Aid|Glittering Rod}} | ||
{{Magic-Item-Table-Aid|Great Gusts Rod}} | {{Magic-Item-Table-Aid|Great Gusts Rod}} | ||
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{{Magic-Item-Table-Aid|Pickling Rod}} | {{Magic-Item-Table-Aid|Pickling Rod}} | ||
{{Magic-Item-Table-Aid|Plague Enders Rod}} | {{Magic-Item-Table-Aid|Plague Enders Rod}} | ||
{{Magic-Item-Table-Aid|Reaching Flames Rod}} | |||
{{Magic-Item-Table-Aid|Rod of Affixment}} | {{Magic-Item-Table-Aid|Rod of Affixment}} | ||
{{Magic-Item-Table-Aid|Rod of Airy Gifting}} | {{Magic-Item-Table-Aid|Rod of Airy Gifting}} | ||
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{{Magic-Item-Table-Aid|Rod of Bitter Wind}} | {{Magic-Item-Table-Aid|Rod of Bitter Wind}} | ||
{{Magic-Item-Table-Aid|Rod of Blessings}} | {{Magic-Item-Table-Aid|Rod of Blessings}} | ||
{{Magic-Item-Table-Aid|Rod of Burning}} | |||
{{Magic-Item-Table-Aid|Rod of Cancellation}} | {{Magic-Item-Table-Aid|Rod of Cancellation}} | ||
{{Magic-Item-Table-Aid|Rod of Coercion}} | {{Magic-Item-Table-Aid|Rod of Coercion}} |
Latest revision as of 01:44, 16 November 2022
A magic rod is a sturdy magical device, with all the qualities of a Mage's Rod. If the GM allows, rods may also appear as either an Athame or a Sickle. For simplicity, all descriptions assume rods are made as Mage Rod's (also known as fancy Light Maces), but if players wish, they can be ceremonial daggers or sickles.
While each rod (or ceremonial dagger, or ceremonial sickle) varies greatly in design and appearance, they are all built solidly enough to make credible (barely) attacks with them, without any fear of damaging them. As a result, when wielding a rod, in addition to being able to use it to cast a spell, you also threaten enemies within your reach, can provide flanks for your allies, and you can make melee attacks with the rod using the stats for a mage rod (or athame, or sickle), including attacks of opportunity.
Each magic rod is also enchanted to cast a single spell, of spell level 4 or less. This property allows any class to partially access the spellcasting system, and rods are designed to feel and act very much like spells, but all users of rods must be aware, the effects that Rods produce are SIMILAR to spells, but only sometimes exactly the same. In particular, damaging spells sourced from Rods do damage as described in the Rod itself, and a careful read of the effects of each rod may reveal slight cosmetic or operational differences. These slight mechanical differences are one reason why wizards cannot learn a spell by buying a rod. Wizards can only learn new spells from scrolls, or leveling up.
That said, using a rod counts as spellcasting for most feats, class abilities, racial abilities, and other effects in the game. The GM should adjudicate any unusual situations as they deem fit, of course. (For example, suppose a character is playing a Rogue who is pretending to be a wizard. They have an arsenal glove and an array of rods and staves that they use to produce spell effects, and use sleight of hand to hide the fact that they are using rods for all their flashy magics. Will this work? Seems legit to us, but that's up to the GM!)
Casting the spell from the rod is usually a standard action that provokes attacks of opportunity, just as with casting a spell. You may make a Bailiwick check to cast the spell defensively, even if your character class is not normally a spellcaster. The DC of this check is 10 + (Spell Level x 4). If you succeed, you cast the spell successfully from a threatened space. If you fail, you are unable to successfully cast the spell, but you still burn a charge from the rod.
Only certain spells are available to be cast from a rod. The complete list of available rods is shown in the table below. GMs are strongly cautioned against adding additional spells not on this list, as it may unbalance the game or overshadow certain character classes.
Spells cast from a rod do not use the wielder's stats or level to determine their effects. Instead, the creator level of the rod itself is used to determine all variable effects, such as the save DC, damage (or healing) dealt, etc.
You cannot mana burn spells that you cast from a rod.
Arcane spell failure chance, either from armor or a shield, has no effect on spells cast from rods, since casting a spell from a rod does not require you to use any somatic components.
Rods have 50 charges in them when they are new, and they can never hold more than 50 charges. Each time you cast a spell from the rod, it permanently uses up one of those charges (even if the spell being cast is a 0th-level cantrip or orison). Once all 50 charges are expended, the rod becomes inert until it is recharged. Rods can be recharged by purchasing a Small Manastone.
Each time you cast the spell from the rod, you must make a Use Magic Device check to cast it, unless the spell is a spell that is present on your character class' class spell list. Even if you are too low level to cast the spell normally, or you haven't learned that spell, as long as you could learn it eventually from your class spell list, you can skip this check. Everyone else needs to make the check. The DC of the check is 10 + (2x creator level of the rod). If you succeed on the check, the spell is cast. If you fail the check by 4 or less (a normal failure), you waste the action required by the rod to cast the spell and nothing happens. If you roll a natural 1 or fail the check by 5 or more (a critical failure), you waste the action, no spell is cast, but a charge is used up on the rod.
While a rod can only contain a spell of spell level 4 or lower (and never more than one spell), the creator level of the rod can be anything from the minimum required to cast a spell of that level all the way up to creator level 35. Higher creator levels on rods cost more, needless to say, but they often improve the efficacy of the spell being cast. As a result, it is usually advantageous to buy a rod with a higher creator level than the minimum, if you can afford to do so. Caveat Emptor!
A magic rod counts as an implement, granting the wielder their Implement Bonus, if they get one, any time they must roll a to-hit roll when casting a spell or using a spell-like ability. As with other implements, magic rods can be used to perform a spell's somatic components, flicking and swishing the rod around instead of the caster's bare hands.
Note that Magic Rods, as cool and awesome as they are, are merely the 'gateway item' to the much fancier and far more cool Magic Staves world. If you are interested in these kinds of items, we encourage you to go check out Magic Staves and see how much fun you can have with enchanted sticks!
Available Magic Rods
Magic Item Name | Description | Cost |
---|---|---|
Anchoring Rod | Allows wielder to cast Resist Energy as a standard action. | 4,500 gp |
Bell Ringers Rod | Allows wielder to cast Bells as a standard action. | 11,250 gp |
Bellows Rod | Allows wielder to cast Air Geyser as a standard action. | 11,250 gp |
Blasting Rod | Allows wielder to cast Burning Hand of the Magus (Sorcerer/Wizard Spell) as a standard action. | 11,250 gp |
Bonebreakers Rod | Allows wielder to cast Boneshatter as a standard action. | 22,500 gp |
Breaking Rod | Allows wielder to cast Shatter as a standard action. | 4,500 gp |
Chilling Rod | Allows wielder to cast Ray of Frost as a standard action. | 500 gp |
Critical Caduceus Rod | Allows wielder to cast Cure Critical Wounds as a standard action. | 22,500 gp |
Divers Rod | Allows wielder to cast Water Breathing as a standard action. | 11,250 gp |
Freshet Rod | Allows wielder to cast Create Water as a standard action. | 500 gp |
Glittering Rod | Allows wielder to cast Glitterdust as a standard action. | 4,500 gp |
Great Gusts Rod | Allows wielder to cast Hurricane Blast as a standard action | 22,500 gp |
Greater Jailers Rod | Allows wielder to cast Summon Monster III as a standard action. | 11,250 gp |
Greater Limners Rod | Allows wielder to cast Major Image as a standard action. | 11,250 gp |
Greater Warding Rod | Allows wielder to cast Resist Uncommon Energy as a standard action | 22,500 gp |
Hellwalkers Rod | Allows wielder to cast Planar Adaptation as a standard action | 22,500 gp |
Hindering Rod | Allows wielder to cast Root as a standard action. | 500 gp |
Holistic Rod | Allows wielder to cast Remove Sickness as a standard action. | 750 gp |
Icicle Rod | Allows wielder to cast Pillar of Ice as a standard action. | 22,500 gp |
Improved Jailers Rod | Allows wielder to cast Summon Monster II as a standard action. | 4,500 gp |
Improved Limners Rod | Allows wielder to cast Minor Image as a standard action. | 4,500 gp |
Inferno Rod | Allows wielder to cast Burning Arc as a standard action. | 4,500 gp |
Larders Rod | Allows wielder to cast Create Food and Water as a standard action. | 11,250 gp |
Lawgivers Rod | Allows wielder to cast Peacebond as a standard action. | 750 gp |
Lesser Jailers Rod | Allows wielder to cast Summon Monster I as a standard action. | 750 gp |
Light Caduceus Rod | Allows wielder to cast Cure Light Wounds as a standard action. | 750 gp |
Limners Rod | Allows wielder to cast Silent Image as a standard action. | 750 gp |
Moderate Caduceus Rod | Allows wielder to cast Cure Moderate Wounds as a standard action. | 4,500 gp |
Muck Rod | Allows wielder to cast Mudball as a standard action. | 750 gp |
Panacea Rod | Allows wielder to cast Neutralize Poison as a standard action. | 22,500 gp |
Pickling Rod | Allows wielder to cast Acid Splash as a standard action. | 500 gp |
Plague Enders Rod | Allows wielder to cast Remove Disease as a standard action. | 11,250 gp |
Reaching Flames Rod | Allows wielder to cast Flaming Sphere (Sorcerer/Wizard Spell) as a standard action. | 4,500 gp |
Rod of Affixment | Allows wielder to cast Dimensional Anchor as a standard action. | 22,500 gp |
Rod of Airy Gifting | Allows wielder to cast Air Bubble as a standard action. | 750 gp |
Rod of Ardent Light | Allows wielder to cast Burst of Radiance as a standard action. | 4,500 gp |
Rod of Assistance | Allows wielder to cast Unseen Servant as a standard action. | 750 gp |
Rod of Baleful Sparks | Allows wielder to cast Wandering Star Motes as a standard action. | 22,500 gp |
Rod of Bearing | Allows wielder to cast Ant Haul as a standard action. | 750 gp |
Rod of Bitter Wind | Allows wielder to cast Wind Wall as a standard action. | 11,250 gp |
Rod of Blessings | Allows wielder to cast Remove Curse as a standard action. | 22,500 gp |
Rod of Burning | Allows wielder to cast Pyrotechnics as a standard action. | 4,500 gp |
Rod of Cancellation | Allows wielder to cast Dispel Magic as a standard action. | 11,250 gp |
Rod of Coercion | Allows wielder to cast Hold Person as a standard action. | 11,250 gp |
Rod of Darts | Allows wielder to cast Magic Missile as a standard action. | 750 gp |
Rod of Deadly Flames | Allows wielder to cast Firefall as a standard action. | 22,500 gp |
Rod of Fire | Allows wielder to cast Fireball as a standard action. | 11,250 gp |
Rod of Forgiveness | Allows wielder to cast Lesser Restoration as a standard action. | 4,500 gp |
Rod of Greater Repairs | Allows wielder to cast Greater Make Whole as a ten-minute ritual. | 22,500 gp |
Rod of High Noon | Allows wielder to cast Daylight as a standard action. | 11,250 gp |
Rod of Lesser Repairs | Allows wielder to cast Mending as a ten-minute ritual. | 500 gp |
Rod of Marvels | Allows wielder to cast Prestidigitation as a standard action. | 500 gp |
Rod of Repairs | Allows wielder to cast Make Whole as a ten-minute ritual. | 4,500 gp |
Rod of Restoration | Allows wielder to cast Restoration as a standard action. | 22,500 gp |
Rod of Riding | Allows wielder to cast Phantom Steed as a 10-minute ritual. | 11,250 gp |
Rod of Shelter | Allows wielder to cast Tiny Hut as a standard action. | 11,250 gp |
Rod of Signalling | Allows wielder to cast Flare as a standard action. | 500 gp |
Rod of Smithing | Allows wielder to cast Scoop as a standard action. | 500 gp |
Rod of Storms | Allows wielder to cast Lightning Bolt as a standard action. | 11,250 gp |
Rod of Swapping | Allows wielder to cast Juxtaposition as a standard action. | 4,500 gp |
Rod of Terror | Allows wielder to cast Fear as a standard action. | 22,500 gp |
Rod of the Battlefield | Allows wielder to cast Bloody Arrows as a standard action. | 22,500 gp |
Rod of the Celestial Koi | Allows wielder to cast Sky Swim as a standard action. | 11,250 gp |
Rod of the Commander | Allows wielder to cast Command as a standard action. | 750 gp |
Rod of the Greatsmith | Allows wielder to cast Reinforce Armaments as a standard action. | 750 gp |
Rod of the Martyr | Allows wielder to cast Accept Affliction as a standard action. | 11,250 gp |
Rod of the Masthead | Allows wielder to cast Gust of Wind as a standard action. | 4,500 gp |
Rod of the Slipstream | Allows wielder to cast Slipstream as a standard action. | 4,500 gp |
Rod of the Stricken Heart | Allows wielder to cast Stricken Heart as a standard action. | 4,500 gp |
Rod of the Thrice Scorned | Allows wielder to cast Bestow Curse as a standard, swift, or immediate action. | 22,500 gp |
Rod of Travail | Allows wielder to cast Slow as a standard action. | 11,250 gp |
Rod of Treachery | Allows wielder to cast Shadow Weapon as a standard action. | 750 gp |
Rod of Truth Unto Power | Allows wielder to cast Severed Fate as a standard action. | 11,250 gp |
Rod of Twisted Intent | Allows wielder to cast Charm Monster as a standard action. | 22,500 gp |
Rod of Utter Despair | Allows wielder to cast Crushing Despair as a standard action. | 22,500 gp |
Rod of Varied Apocalypse | Allows wielder to cast Dragon's Breath as a standard action. | 22,500 gp |
Rod of Whipping Waves | Allows wielder to cast River Whip as a standard action. | 4,500 gp |
Rod of Wholesomeness | Allows wielder to cast Purify Food and Drink as a standard action. | 500 gp |
Security Rod | Allows wielder to cast Alarm as a standard action. | 750 gp |
Serious Caduceus Rod | Allows wielder to cast Cure Serious Wounds as a standard action. | 11,250 gp |
Shrieking Rod | Allows wielder to cast Shout as a standard action. | 22,500 gp |
Sledgehammer Rod | Allows wielder to cast Battering Blast as a standard action. | 11,250 gp |
Slivering Rod | Allows wielder to cast Diamond Spray as a standard action. | 11,250 gp |
Slop Rod | Allows wielder to cast Touch of Slime as a standard action. | 22,500 gp |
Slush Rod | Allows wielder to cast Snowball as a standard action. | 750 gp |
Space-Rending Rod | Allows wielder to cast Dimension Door as a standard action. | 22,500 gp |
Steadfast Rod | Allows wielder to cast Force Anchor as a standard action. | 11,250 gp |
Storming Rod | Allows wielder to cast Storm Step as a standard action | 11,250 gp |
Towerkeepers Rod | Allows wielder to cast Arcane Lock as a standard action | 4,500 gp |
Trespassers Rod | Allows wielder to cast Knock as a standard action, with a healthy bonus to boot. | 4,500 gp |
True Jailers Rod | Allows wielder to cast Summon Monster IV as a standard action. | 22,500 gp |
Warding Rod | Allows wielder to cast Protection from Energy as a standard action. | 11,250 gp |
Wavestriders Rod | Allows wielder to cast Water Walk as a standard action. | 4,500 gp |
Wayfarers Rod | Allows wielder to cast Endure Elements as a standard action. | 500 gp |
Winged Rod | Allows wielder to cast Fly as a standard action. | 11,250 gp |
Zapping Rod | Allows wielder to cast Jolt as a standard action. | 500 gp |