Frathe
2012-12-29, 12:06 AM
The Rod of Greater Wonder is a bizarre and chaotic artifact that, when activated, generates a random effect. Not all of these effects are positive for the wielder; in fact, some are very... inconvenient.
{table=head]d%|Wondrous Effect
01|as disintegrate, but only deals 5d6 damage to creatures (no Fort save)
02|summon an animal—a rhino (01-25%), elephant (26-50), or mouse (51-100)
03|shoots web; target is entangled (half-speed, -2 attack, -4 Dex) for 1d6 rounds (DC 25 strength check to escape)
04|stops time; wielder gets 1d4 free extra turns
05|cone of cold aimed at target
06|sprays glitterdust in 40-ft cone (blinds creatures for 1d4 rounds and outlines invisible things for 1d6 rounds; -40 penalty to Hide checks for the 1d6 duration)
07|wielder turns to gaseous form for 1d4 rounds (can fly 10 feet per turn, immune to poison/critical hits/magic damage; can't attack or speak)
08|creates a miniature elephant (see below for statistics)
09|target is set on fire, with flames dealing 1d6 damage per turn; lasts 1d4 rounds or until an action is used to put it out
10|wielder itches uncontrollably for 1d4 turns, must make DC 20 concentration check before any non-move action
11-12|renders target blind or deaf (wielder's choice) for 1d4 rounds
13-14|wielder can understand and speak all intelligent creatures' languages for 1d6 rounds
15|zone of silence for 1d6 rounds in 20-foot radius centered on target
16-17|wand disappears for 1d4 rounds
18|sprays acid in 60-foot cone (1d6 damage)
19|sprays dust of dryness in 60-foot cone
20-21|reverses gravity in 20-foot sphere centered on target for 1d6 rounds
22-23|turns target's weapon floppy for 1d4 rounds (-4 penalty to attack rolls)
24|target and wielder are teleported to another dimension for 1d4 rounds; this dimension is gray, featureless, and is only the size of a cube 25 ft on every side
25|+1d6 to wielder's strength for 1d4 rounds
26-27|heals target 5d6 hp
28|dispel magic on target
29-30|turns wielder into tree for 1d6 rounds (as tree shape: hit points are unaffected, but you have a +10 natural armor bonus and an effective speed and Dex of 0)
31|makes wielder intangible for 1d6 rounds (use ghost rules)
32|casts earthquake in a 80-ft radius around the target
33|terrifies target (DC 13 Will save or forced to flee)
34|thousands of monarch butterflies fly from the wand's tip, obscuring visibility and providing concealment (20% miss chance) in a 20-ft radius around the wielder, then disperse after 1d4 rounds
35|slows target for 1d4 rounds(as slow: they get only one action (either standard or move) per turn, and take a -1 penalty to attack rolls, AC, and Reflex)
36|shoots poison dart at target (1d6 Con damage)
37|a single red rose blooms from wand's tip
38|gives both the wielder and target a permanent, extreme irrational phobia of rats and mice (1-25%), snakes (25-50), spiders (50-75), or miniature elephants (75-100)
39|heals wielder 2d6 hp
40|roll another effect, and count all rolls to determine the specifics of that effect as the highest number possible (1d6 as 6, 2d4 as 8, etc.)
41|phantasmal killer on the target
42|invisible knives slash target, dealing 1d8 damage
43|stony hands rise out of the ground and grip target for 1d4 rounds; DC 25 Strength or Escape Artist check to move
44|casts heat metal(1-50%) or chill metal(51-100%) on target
45-46|opens all doors, lids, and drawers within a 100-ft radius
47|wielder sprouts 1d4 extra arms that last for 1d4 rounds
48-49|energy zaps the target, dealing 1d8 damage (DC 13 Reflex save for half) and stunning the target for 1d4 rounds (DC 14 Fortitude save negates)
50|all fires within 100 ft of wielder are extinguished (fire-based creatures take 4d6 damage, with a DC 15 Fortitude save for half)
51|casts stoneskin on wielder for 1d4 rounds (ignore 10 points of damage per attack)
52|removes any ongoing effects on the target (does not remove area effects)
53-54|wand zaps the wielder with a mild electric shock. Wielder must succeed on a DC 13 Fortitude check or drop wand.
55-56|casts resilient sphere on target(1-50%) or wielder(51-100%) for 1d4 rounds
57|chain lightning
58-59|summons a large elemental for 1d4 rounds-roll a d4 for earth(1), air(2), water(3), or fire(4)
60-61|casts flaming sphere for 4 rounds (use DC 15 for the Reflex save)
62-63|wielder's speed doubles for 1d4 rounds
64-65|wielder is cloaked by shimmering veils of force that provide concealment(20% miss chance) for 1d4 rounds
66-67|casts baleful polymorph on target for 1d4 rounds. Roll a d4 to determine the form: monkey(1), toad(2), lizard(3), or bat(4)
68-69|wielder receives a +4 bonus to an ability score for 1d6 rounds. Roll a d6 to determine if the affected ability is Str(1), Con(2), Dex(3), Cha(4), Int(5), or Wis(6)
70|target receives a -4 penalty to an ability score for 1d6 rounds. Roll a d6 to determine if the affected ability is Str(1), Con(2), Dex(3), Cha(4), Int(5), or Wis(6)
71|wielder's hair grows long and vibrant, obscuring their vision, so all creatures they attack are counted as having concealment (20% miss chance). After 1d4 rounds, the effect ends and the hair falls out, leaving the wielder bald until their hair grows back.
72|for 1d4 rounds, any object weighing less than 20 pounds that the wielder touches with the wand turns to either lead(1-80%) or gold(81-100%). (A pound of gold is worth 50 gp; a pound of lead is worth about a fifth of a copper piece)
73-74|wielder coughs up 2d4 slugs(1-65%) or 2d4 diamonds(65-100%) every round for 1d6 rounds (each diamond is worth 1 gp). During each affected round, they must make a Concentration check of 10 + items coughed up that round.
75-76|a miniature rainstorm appears above the target for 1d4 rounds, waterlogging the target and its equipment, and miniature lightning from the cloud deals 1d4 electrical damage per round
77-78|confuses target for 1d4 rounds
79|target gains 1d4 negative levels for 1d4 rounds
80|ends any ongoing effects on the wielder
81|fireball at target or 100 ft. straight ahead, 6d6 damage (Reflex DC 15 half)
82|lightning bolt (70 ft. long, 5 ft. wide), 6d6 damage (Reflex DC 15 half)
83-84|wielder learns target’s surface thoughts (as with detect thoughts) for 1d4 rounds (no save)
85|faerie fire surrounds the target
86-87|wielder becomes invisible for 1d6 rounds
88-89|flesh to stone (or stone to flesh if target is stone already) if target is within 60 ft. (Fortitude DC 18 negates)
90|reduce wielder to 1/12 height (no save) for 1d4+2 rounds
91-92|wielder and target trade weapons for 1d4 rounds
93|wielder and target change gender, as the Girdle of Femininity/Masculinity. The effect is permanent, and can only be removed by spells or effects that remove curses. Alternately, multiple instances of this effect cancel each other.
94|deludes wielder for 1 round into believing the rod functions as indicated by a second die roll (no save)
95|paralyzes target for 1d4 rounds, DC 14 Will save negates
96|puts wielder to sleep for 1d4 rounds (DC 17 will save negates)
97|wielder and target switch physical location
98|2d6 hornets erupt from the wand, sting the target for 1 point of damage each, and disappear
99|wielder chooses another effect
100|produces two other effects (when this is rolled, roll again twice)
[/table]
Strong enchantment; CL 12th; Craft Rod, confusion, creator must be chaotic; Price 15,000 gp.
{table=head]d%|Wondrous Effect
01|as disintegrate, but only deals 5d6 damage to creatures (no Fort save)
02|summon an animal—a rhino (01-25%), elephant (26-50), or mouse (51-100)
03|shoots web; target is entangled (half-speed, -2 attack, -4 Dex) for 1d6 rounds (DC 25 strength check to escape)
04|stops time; wielder gets 1d4 free extra turns
05|cone of cold aimed at target
06|sprays glitterdust in 40-ft cone (blinds creatures for 1d4 rounds and outlines invisible things for 1d6 rounds; -40 penalty to Hide checks for the 1d6 duration)
07|wielder turns to gaseous form for 1d4 rounds (can fly 10 feet per turn, immune to poison/critical hits/magic damage; can't attack or speak)
08|creates a miniature elephant (see below for statistics)
09|target is set on fire, with flames dealing 1d6 damage per turn; lasts 1d4 rounds or until an action is used to put it out
10|wielder itches uncontrollably for 1d4 turns, must make DC 20 concentration check before any non-move action
11-12|renders target blind or deaf (wielder's choice) for 1d4 rounds
13-14|wielder can understand and speak all intelligent creatures' languages for 1d6 rounds
15|zone of silence for 1d6 rounds in 20-foot radius centered on target
16-17|wand disappears for 1d4 rounds
18|sprays acid in 60-foot cone (1d6 damage)
19|sprays dust of dryness in 60-foot cone
20-21|reverses gravity in 20-foot sphere centered on target for 1d6 rounds
22-23|turns target's weapon floppy for 1d4 rounds (-4 penalty to attack rolls)
24|target and wielder are teleported to another dimension for 1d4 rounds; this dimension is gray, featureless, and is only the size of a cube 25 ft on every side
25|+1d6 to wielder's strength for 1d4 rounds
26-27|heals target 5d6 hp
28|dispel magic on target
29-30|turns wielder into tree for 1d6 rounds (as tree shape: hit points are unaffected, but you have a +10 natural armor bonus and an effective speed and Dex of 0)
31|makes wielder intangible for 1d6 rounds (use ghost rules)
32|casts earthquake in a 80-ft radius around the target
33|terrifies target (DC 13 Will save or forced to flee)
34|thousands of monarch butterflies fly from the wand's tip, obscuring visibility and providing concealment (20% miss chance) in a 20-ft radius around the wielder, then disperse after 1d4 rounds
35|slows target for 1d4 rounds(as slow: they get only one action (either standard or move) per turn, and take a -1 penalty to attack rolls, AC, and Reflex)
36|shoots poison dart at target (1d6 Con damage)
37|a single red rose blooms from wand's tip
38|gives both the wielder and target a permanent, extreme irrational phobia of rats and mice (1-25%), snakes (25-50), spiders (50-75), or miniature elephants (75-100)
39|heals wielder 2d6 hp
40|roll another effect, and count all rolls to determine the specifics of that effect as the highest number possible (1d6 as 6, 2d4 as 8, etc.)
41|phantasmal killer on the target
42|invisible knives slash target, dealing 1d8 damage
43|stony hands rise out of the ground and grip target for 1d4 rounds; DC 25 Strength or Escape Artist check to move
44|casts heat metal(1-50%) or chill metal(51-100%) on target
45-46|opens all doors, lids, and drawers within a 100-ft radius
47|wielder sprouts 1d4 extra arms that last for 1d4 rounds
48-49|energy zaps the target, dealing 1d8 damage (DC 13 Reflex save for half) and stunning the target for 1d4 rounds (DC 14 Fortitude save negates)
50|all fires within 100 ft of wielder are extinguished (fire-based creatures take 4d6 damage, with a DC 15 Fortitude save for half)
51|casts stoneskin on wielder for 1d4 rounds (ignore 10 points of damage per attack)
52|removes any ongoing effects on the target (does not remove area effects)
53-54|wand zaps the wielder with a mild electric shock. Wielder must succeed on a DC 13 Fortitude check or drop wand.
55-56|casts resilient sphere on target(1-50%) or wielder(51-100%) for 1d4 rounds
57|chain lightning
58-59|summons a large elemental for 1d4 rounds-roll a d4 for earth(1), air(2), water(3), or fire(4)
60-61|casts flaming sphere for 4 rounds (use DC 15 for the Reflex save)
62-63|wielder's speed doubles for 1d4 rounds
64-65|wielder is cloaked by shimmering veils of force that provide concealment(20% miss chance) for 1d4 rounds
66-67|casts baleful polymorph on target for 1d4 rounds. Roll a d4 to determine the form: monkey(1), toad(2), lizard(3), or bat(4)
68-69|wielder receives a +4 bonus to an ability score for 1d6 rounds. Roll a d6 to determine if the affected ability is Str(1), Con(2), Dex(3), Cha(4), Int(5), or Wis(6)
70|target receives a -4 penalty to an ability score for 1d6 rounds. Roll a d6 to determine if the affected ability is Str(1), Con(2), Dex(3), Cha(4), Int(5), or Wis(6)
71|wielder's hair grows long and vibrant, obscuring their vision, so all creatures they attack are counted as having concealment (20% miss chance). After 1d4 rounds, the effect ends and the hair falls out, leaving the wielder bald until their hair grows back.
72|for 1d4 rounds, any object weighing less than 20 pounds that the wielder touches with the wand turns to either lead(1-80%) or gold(81-100%). (A pound of gold is worth 50 gp; a pound of lead is worth about a fifth of a copper piece)
73-74|wielder coughs up 2d4 slugs(1-65%) or 2d4 diamonds(65-100%) every round for 1d6 rounds (each diamond is worth 1 gp). During each affected round, they must make a Concentration check of 10 + items coughed up that round.
75-76|a miniature rainstorm appears above the target for 1d4 rounds, waterlogging the target and its equipment, and miniature lightning from the cloud deals 1d4 electrical damage per round
77-78|confuses target for 1d4 rounds
79|target gains 1d4 negative levels for 1d4 rounds
80|ends any ongoing effects on the wielder
81|fireball at target or 100 ft. straight ahead, 6d6 damage (Reflex DC 15 half)
82|lightning bolt (70 ft. long, 5 ft. wide), 6d6 damage (Reflex DC 15 half)
83-84|wielder learns target’s surface thoughts (as with detect thoughts) for 1d4 rounds (no save)
85|faerie fire surrounds the target
86-87|wielder becomes invisible for 1d6 rounds
88-89|flesh to stone (or stone to flesh if target is stone already) if target is within 60 ft. (Fortitude DC 18 negates)
90|reduce wielder to 1/12 height (no save) for 1d4+2 rounds
91-92|wielder and target trade weapons for 1d4 rounds
93|wielder and target change gender, as the Girdle of Femininity/Masculinity. The effect is permanent, and can only be removed by spells or effects that remove curses. Alternately, multiple instances of this effect cancel each other.
94|deludes wielder for 1 round into believing the rod functions as indicated by a second die roll (no save)
95|paralyzes target for 1d4 rounds, DC 14 Will save negates
96|puts wielder to sleep for 1d4 rounds (DC 17 will save negates)
97|wielder and target switch physical location
98|2d6 hornets erupt from the wand, sting the target for 1 point of damage each, and disappear
99|wielder chooses another effect
100|produces two other effects (when this is rolled, roll again twice)
[/table]
Strong enchantment; CL 12th; Craft Rod, confusion, creator must be chaotic; Price 15,000 gp.