Difference between revisions of "SRD:Rod of Wonder"
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'''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 [[SRD:Standard Actions|standard action]].) Typical [[SRD:Powers|powers]] of the rod include the following. | '''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 [[SRD:Standard Actions|standard action]].) Typical [[SRD:Powers|powers]] of the rod include the following. | ||
− | {| class="d20" style="text-align: left;" | + | {| class="zebra d20" style="text-align: left;" |
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!d% !!Wondrous Effect | !d% !!Wondrous Effect | ||
|- | |- | ||
|01–05 ||''[[SRD:Slow|Slow]] ''creature pointed at for 10 rounds ([[SRD:Saving Throw|Will]] [[SRD:DC|DC]] 15 negates). | |01–05 ||''[[SRD:Slow|Slow]] ''creature pointed at for 10 rounds ([[SRD:Saving Throw|Will]] [[SRD:DC|DC]] 15 negates). | ||
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|06–10 ||''[[SRD:Faerie Fire|Faerie fire]] ''surrounds the target. | |06–10 ||''[[SRD:Faerie Fire|Faerie fire]] ''surrounds the target. | ||
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|11–15 ||Deludes wielder for 1 [[SRD:Round|round]] into believing the rod functions as indicated by a second die roll (no save). | |11–15 ||Deludes wielder for 1 [[SRD:Round|round]] into believing the rod functions as indicated by a second die roll (no save). | ||
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|16–20 ||''[[SRD:Gust of Wind|Gust of wind]], ''but at windstorm force ([[SRD:Saving Throw|Fortitude]] [[SRD:DC|DC]] 14 negates). | |16–20 ||''[[SRD:Gust of Wind|Gust of wind]], ''but at windstorm force ([[SRD:Saving Throw|Fortitude]] [[SRD:DC|DC]] 14 negates). | ||
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|21–25 ||Wielder learns target’s surface thoughts (as with ''[[SRD:Detect Thoughts|detect thoughts]]) ''for 1d4 rounds (no save). | |21–25 ||Wielder learns target’s surface thoughts (as with ''[[SRD:Detect Thoughts|detect thoughts]]) ''for 1d4 rounds (no save). | ||
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|26–30 ||''[[SRD:Stinking Cloud|Stinking cloud]] ''at 30-ft. range ([[SRD:Saving Throw|Fortitude]] [[SRD:DC|DC]] 15 negates). | |26–30 ||''[[SRD:Stinking Cloud|Stinking cloud]] ''at 30-ft. range ([[SRD:Saving Throw|Fortitude]] [[SRD:DC|DC]] 15 negates). | ||
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|31–33 ||Heavy rain falls for 1 [[SRD:Round|round]] in 60-ft. radius centered on rod wielder. | |31–33 ||Heavy rain falls for 1 [[SRD:Round|round]] in 60-ft. radius centered on rod wielder. | ||
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|34–36 ||''Summon ''an [[SRD:Animal Type|animal]]—a [[SRD:Rhinoceros|rhino]] (01–25 on d%), [[SRD:Elephant|elephant]] (26–50), or mouse (51–100). | |34–36 ||''Summon ''an [[SRD:Animal Type|animal]]—a [[SRD:Rhinoceros|rhino]] (01–25 on d%), [[SRD:Elephant|elephant]] (26–50), or mouse (51–100). | ||
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|37–46 ||''[[SRD:Lightning Bolt|Lightning bolt]] ''(70 ft. long, 5 ft. wide), 6d6 damage ([[SRD:Saving Throw|Reflex]] [[SRD:DC|DC]] 15 half). | |37–46 ||''[[SRD:Lightning Bolt|Lightning bolt]] ''(70 ft. long, 5 ft. wide), 6d6 damage ([[SRD:Saving Throw|Reflex]] [[SRD:DC|DC]] 15 half). | ||
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|47–49 ||Stream of 600 large butterflies pours forth and flutters around for 2 rounds, blinding everyone (including wielder) within 25 ft. ([[SRD:Saving Throw|Reflex]] [[SRD:DC|DC]] 14 negates). | |47–49 ||Stream of 600 large butterflies pours forth and flutters around for 2 rounds, blinding everyone (including wielder) within 25 ft. ([[SRD:Saving Throw|Reflex]] [[SRD:DC|DC]] 14 negates). | ||
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|50–53 ||''[[SRD:Enlarge Person|Enlarge person]] ''if within 60 ft. of rod ([[SRD:Saving Throw|Fortitude]] [[SRD:DC|DC]] 13 negates). | |50–53 ||''[[SRD:Enlarge Person|Enlarge person]] ''if within 60 ft. of rod ([[SRD:Saving Throw|Fortitude]] [[SRD:DC|DC]] 13 negates). | ||
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|54–58 ||''[[SRD:Darkness|Darkness]]'', 30-ft.-diameter hemisphere, centered 30 ft. away from rod. | |54–58 ||''[[SRD:Darkness|Darkness]]'', 30-ft.-diameter hemisphere, centered 30 ft. away from rod. | ||
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|59–62 ||Grass grows in 160-sq.-ft. area before the rod, or grass existing there grows to ten times normal size. | |59–62 ||Grass grows in 160-sq.-ft. area before the rod, or grass existing there grows to ten times normal size. | ||
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|63–65 ||Turn [[SRD:Ethereal Plane|ethereal]] any nonliving object of up to 1,000 lb. mass and up to 30 cu. ft. in size. | |63–65 ||Turn [[SRD:Ethereal Plane|ethereal]] any nonliving object of up to 1,000 lb. mass and up to 30 cu. ft. in size. | ||
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|66–69 ||Reduce wielder to 1/12 height (no save). | |66–69 ||Reduce wielder to 1/12 height (no save). | ||
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|70–79 ||''[[SRD:Fireball|Fireball]] ''at target or 100 ft. straight ahead, 6d6 damage ([[SRD:Saving Throw|Reflex]] [[SRD:DC|DC]] 15 half). | |70–79 ||''[[SRD:Fireball|Fireball]] ''at target or 100 ft. straight ahead, 6d6 damage ([[SRD:Saving Throw|Reflex]] [[SRD:DC|DC]] 15 half). | ||
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|80–84 ||''[[SRD:Invisibility (Spell)|Invisibility]] ''covers rod wielder. | |80–84 ||''[[SRD:Invisibility (Spell)|Invisibility]] ''covers rod wielder. | ||
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|85–87 ||Leaves grow from target if within 60 ft. of rod. These last 24 hours. | |85–87 ||Leaves grow from target if within 60 ft. of rod. These last 24 hours. | ||
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|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. | |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. | ||
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|91–95 ||Shimmering colors dance and play over a 40-ft.-by-30-ft. area in front of rod. Creatures therein are [[SRD:Blinded|blinded]] for 1d6 rounds ([[SRD:Saving Throw|Fortitude]] [[SRD:DC|DC]] 15 negates). | |91–95 ||Shimmering colors dance and play over a 40-ft.-by-30-ft. area in front of rod. Creatures therein are [[SRD:Blinded|blinded]] for 1d6 rounds ([[SRD:Saving Throw|Fortitude]] [[SRD:DC|DC]] 15 negates). | ||
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|96–97 ||Wielder (50% chance) or target (50% chance) turns permanently blue, green, or purple (no save). | |96–97 ||Wielder (50% chance) or target (50% chance) turns permanently blue, green, or purple (no save). | ||
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|98–100 ||''[[SRD:Flesh to Stone|Flesh to ston]]e ''(or ''[[SRD:Stone to Flesh|stone to flesh]] ''if target is stone already) if target is within 60 ft. ([[SRD:Saving Throw|Fortitude]] [[SRD:DC|DC]] 18 negates). | |98–100 ||''[[SRD:Flesh to Stone|Flesh to ston]]e ''(or ''[[SRD:Stone to Flesh|stone to flesh]] ''if target is stone already) if target is within 60 ft. ([[SRD:Saving Throw|Fortitude]] [[SRD:DC|DC]] 18 negates). | ||
|} | |} |
Revision as of 16:04, 14 August 2009
This material is published under the OGL |
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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