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❄️🔮🔥Deep in the frozen expanses, where time seems to stand still, these rods are meticulously crafted. Each Rod of Enkindled Frost, while sharing a kinship with others, carries its own unique tale. The age-old glaciers offer up their crystalline heart, which becomes the essence of these rods. Their captivating cold flame, ever-dancing yet never warming, has intrigued and beckoned mages from distant lands. These rods, while rare, can be found in the possession of those fortunate enough to stumble upon their chilling allure. ❄️🔮🔥

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Rod of Enkindled Frost

Rod, rare (requires attunement)

Crafted from a shard of age-old glacial ice, this spellbinding rod exudes an undying chill. Each facet catches the ambient light, casting shimmering, wintry glimmers around its bearer. Its slender form culminates in an ornate grip, beyond which a flawless crystalline sphere sits regally. Within this clear globe, a tantalizing blue flame performs its ceaseless, haunting dance — a cold fire that bewilderingly radiates no warmth, challenging nature's own principles.

The rod serves as a spellcasting focus and exudes a coldness, even from a distance. It has 6 charges and regains 1d4 + 2 expended charges daily at dawn.

While holding the rod, you can expend 1 of its charges as an action to create a magical tether of frost between the rod and another creature you can see within 30 feet of you. The tether's appearance and effects depend on the type of tether you create. Only one of each tether can be active at a time.

Chillwind Tether. This tether appears as a swirling, silvery-blue wisp. A creature affected by this tether is immediately surrounded by biting, frosty winds. When first affected, the target must make a Constitution saving throw (DC 16). On a failed save, they take 2d10 cold damage and their speed is halved. On subsequent turns, while maintaining the tether, you can use a bonus action and expend 1 of the rod's charges to deal an additional 1d10 cold damage. On a successful save, the damage is halved and the speed reduction doesn't occur.

Icebind Tether. This tether manifests as a chain of jagged icicles. A creature affected by this tether becomes encased in thick, clinging frost. They must make a Strength saving throw (DC 16) when first affected. On a failed save, they are restrained, and on each of your subsequent turns while you maintain the tether, you can use a bonus action to cause the frost to squeeze tighter, dealing 1d10 piercing damage from the icy protrusions. On a successful save, they resist the restraint but still take half damage.

The tether and its effects end after 1 minute. It ends early if you sever the tether (no action required), are no longer holding the rod, the target ends its turn more than 30 feet away from you, the target has total cover from you, or if you or the target fall unconscious.

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