Rod of Wonder
Properties
Type: RodPrice: 12000 gpWeight: 5 lbs.Slot: Slotless
Magical properties
Caster level: 10Aura: moderate enchantment
Description
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 | Target affected by slow for 10 rounds (Will DC 15 negates). |
| 06–10 | Faerie fire surrounds the target. |
| 11–15 | Deludes the 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 the target's surface thoughts (as with detect thoughts) for 1d4 rounds (no save). |
| 26–30 | Stinking cloud appears at 30-foot range (Fortitude DC 15 negates). |
| 31–33 | Heavy rain falls for 1 round in 60-foot radius centered on the rod wielder. |
| 34–36 | Summons an animal—a rhino (01–25 on d%), elephant (26–50), or mouse (51–100). |
| 37–46 | Lightning bolt (70 foot long, 5 foot wide), 6d6 points of damage (Reflex DC 15 half). |
| 47–49 | A stream of 600 large butterflies pours forth and flutters around for 2 rounds, blinding everyone within 25 foot (Reflex DC 14 negates). |
| 50–53 | Target is affected by enlarge person if within 60 feet of rod (Fortitude DC 13 negates). |
| 54–58 | Darkness, 30-foot-diameter hemisphere, centered 30 feet away from rod. |
| 59–62 | Grass grows in 160-square-foot area before the rod, or grass existing there grows to 10 times its normal size. |
| 63–65 | Any nonliving object of up to 1,000 pounds of mass and up to 30 cubic feet in size turns ethereal. |
| 66–69 | Reduce wielder two size categories (no save) for 1 day. |
| 70–79 | Fireball at target or 100 feet straight ahead, 6d6 points of damage (Reflex DC 15 half). |
| 80–84 | Invisibility covers the rod's wielder. |
| 85–87 | Leaves grow from the target if within 60 feet of the rod. These last 24 hours. |
| 88–90 | 10–40 gems, value 1 gp each, shoot forth in a 30-foot-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-footby- 30-foot area in front of rod. Creatures therein are blinded for 1d6 rounds (Fortitude DC 15 negates). |
| 96–97 | Wielder (50% chance) or the target (50% chance) turns permanently blue, green, or purple (no save). |
| 98–100 | Flesh to stone (or stone to flesh if the target is stone already) if the target is within 60 feet (Fortitude DC 18 negates). |
Crafting requirements
Crafting cost: 6000 gp
Craft Rod, confusion, creator must be chaoticSee also
- Bolt, Drow poison
- Bolt, acid
- Bolt, alchemical fire
- Bolt, fire
- Bolt, liquid ice
- Bolt, poison
- Bracers of Primal Mastery
Sources
- Core Rulebook
- Ultimate Equipment
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