Softlight Rod (3.5e Equipment)
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Softlight Rod[edit]
Price: | 6305 gp |
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Body Slot: | Held |
Caster Level: | 9th |
Aura: | Moderate Transmutation |
Activation: | Standard |
Weight: | 4 lbs |
A ivory rod is lined with silver and iron with a blue crystal ball embedded at the top. When active a glowing blue eye appears within gazing out with a soft blue light.
The softlight rod acts as a masterwork light mace, but its real function lies in its magical capabilities. Its inner light can be turned on and off as a free action on your turn, but the light must be on in order to use any of the abilities below. When active, it sheds light as a hooded lantern though it requires no fuel.
Alarm Light: The rod can be set up along a wall, in a torch sconce, or even held in a passive watching state. It duplicates the effect of alarm except when triggered it makes no noise but instead shoots a brief but somehow not blinding bolt of light into the air that is visible up to a mile away on a clear day, twice as far at night, or half of that or less in poor conditions. A roof will stop the bolt of light, but anywhere in line of sight can visibly see it. If stolen from its owner, it will use alarm light constantly until 24 hours have passed or it has been turned off. Ownership applies to whomever had the rod in their possession for the last 24 hours.
Softening Light: Creatures and objects within a 30 ft cone which have been petrified or transmuted into a shape which is not their normal state can be illuminated. This is a standard action and causes the petrification or polymorphing effects to be lifted and reversed. This is temporary, for once they leave the softening light they will revert to their previous state within 1d4 rounds or until they return to the softening light. You can maintain the softening light each round by concentrating (a standard action).
Trigger Light: As a standard action with a duration of concentration you can illuminate up to a 30 ft cone ahead of you. Faint lights appear anywhere there is a secret door or a magic trap. It effectively grants the wielder and anyone else who can see the light Trapfinding, allowing them to make Perception checks like a rogue. Secret doors are illuminated as if they were traps. Actively searching with the light reduces your movement speed by half.
If you actually have Trapfinding and are employing the Trigger Light you get a +8 bonus on your rolls to discover secret doors and traps.
The rod sometimes has a mind of its own. Even if turned off, if the wielder is petrified or polymorphed against their will the rod will spontaneously self activate as a non-action and blast the wielder with a brief amount of light. This delays the petrification or polymorphing effect by 1d4 rounds, after which it is applied normally.
Prerequisites: Craft Rod, alarm, detect secret doors, light, stone to flesh.
Cost to Create: 3,305 gp, 240 EXP, 6 days.
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