Rod of Wonder
A rod of wonder is a strange and unpredictable device that randomly generates any number of weird effects each time it is used. (Activating the rod is a standard action.) Typical powers of the rod include the following.
d% | Wondrous Effect |
---|---|
01-05 | Slow creature pointed at for 10 rounds (Will DC 15 negates). |
06-10 | Faerie Fire surrounds the target. |
11-15 | Deludes wielder for 1 round into believing the rod functions as indicated by a second die roll (no save). |
16-20 | Gust of Wind, but at windstorm force (Fortitude DC 14 negates). |
21-25 | Wielder learns target’s surface thoughts (as with Detect Thoughts for 1d4 rounds (no save). |
26-30 | Stinking Cloud at 30-ft. range (Fortitude DC 15 negates). |
31-33 | Heavy rain falls for 1 round in 60-ft. radius centered on rod wielder. |
34-36 | Summon an animal – a rhino (01-25 on d%), elephant (26-50), or mouse (51-100). |
37-46 | Lightning Bolt (70 ft. long, 5 ft. wide), 6d6 damage (Reflex DC 15 half). |
47-49 | Stream of 600 large butterflies pours forth and flutters around for 2 rounds, blinding everyone (including wielder) within 25 ft. (Reflex DC 14 negates). |
50-53 | Enlarge Person if within 60 ft. of rod (Fortitude DC 13 negates). |
54-58 | Darkness, 30-ft.-diameter hemisphere, centered 30 ft. away from rod. |
59-62 | Grass grows in 160-sq.-ft. area before the rod, or grass existing there grows to ten times normal size. |
63-65 | Turn ethereal any nonliving object of up to 1,000 lb. mass and up to 30 cu. ft. in size. |
66-69 | Reduce wielder to 1/12 height (no save). |
70-79 | Fireball at target or 100 ft. straight ahead, 6d6 damage (Reflex DC 15 half). |
80-84 | Invisibility covers rod wielder. |
85-87 | Leaves grow from target if within 60 ft. of rod. These last 24 hours. |
88-90 | 10-40 gems, value 1 gp each, shoot forth in a 30-ft.-long stream. Each gem deals 1 point of damage to any creature in its path: Roll 5d4 for the number of hits and divide them among the available targets. |
91-95 | Shimmering colors dance and play over a 40-ft.-by-30-ft. area in front of rod. Creatures therein are blinded for 1d6 rounds (Fortitude DC 15 negates). |
96-97 | Wielder (50% chance) or target (50% chance) turns permanently blue, green, or purple (no save). |
98-100 | Flesh to Stone (or Stone to Flesh if target is stone already) if target is within 60 ft. (Fortitude DC 18 negates). |
Creation
Prerequisites
Feats: Craft Rod
Spells Confusion
Special: creator must be chaotic