3e SRD:Rod of Wonder
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Rod of Wonder
The 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.) The usual effects are shown on the table below, but you may alter these for any or all of these as you see fit for your own campaign. Typical powers of the rod include all of the following:
d% Wondrous Effect -- --------------- 01-05 Slow creature pointed at for 10 rounds (DC 13). 06-10 Faerie fire surrounds the target (DC 11). 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 (DC 13). 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 (DC 12). 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 result on d%), elephant (26-50), or mouse (51-100). 37-46 Lightning bolt (70 ft. long, 5 ft. wide), 6d6 points of damage (DC 13). 47-49 Stream of 600 large butterflies pours forth and flutters around for 2 rounds, blinding everyone (including wielder) within 25 ft. (Reflex save DC 14 to avoid). 50-53 Enlarge target 50% if within 60 ft. of rod (DC 11). 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). 7079 Fireball at target or 100 ft. straight ahead, 6d6 damage (DC 13). 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 causes 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 negates DC 12). 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.
Caster Level: 10; Prerequisites: Craft Rod, confusion, creator must be chaotic; Market Price: 12,000 gp
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