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