SRD:Rod of Wonder
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This material is published under the OGL 1.0a. |
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). |
Moderate enchantment; CL 10th; Craft Rod, confusion, creator must be chaotic; Price 12,000 gp.
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