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ArcanistSupreme
2013-04-10, 11:32 AM
I have created what is essentially a nature-themed Rod of Wonder:

Rod of Natural Wonderment

Aura moderate enchantment; CL 5th; Price 12,000 gp; Weight 4 lbs.

DESCRIPTION:
This masterwork quarterstaff is covered in faintly glowing runes and sylvan writings. By pointing the staff at an enemy within 60 ft. and uttering any of the command words inscribed along the shaft as a standard action, the powers of the weapon are unleashed.

{table=head]d%|Wonderous Effect
01|Deludes the wielder for 1 round into believing the rod functions as indicated by a second die roll (no save).
02|Wielder gains a +1 resistance bonus on saving throws for 5 rounds.
03|All creatures within 30 ft. of the wielder (including the wielder) subjected to enlarge person (http://www.d20pfsrd.com/magic/all-spells/e/enlarge-person), with the exception that the effect is not restricted to humanoid targets (Fortitude DC 14 negates).
04|Stone call (http://www.d20pfsrd.com/magic/all-spells/s/stone-call) centered on target, 40-foot radius, 2d6 damage, duration 5 rounds, with exception that difficult terrain is permanent.
05|Hydraulic push (http://www.d20pfsrd.com/magic/all-spells/h/hydraulic-push) on target, CMB 16.
06|The wielder gains benefit of fly (http://www.d20pfsrd.com/magic/all-spells/f/fly) for 5 minutes.
07|Wall of ice (http://www.d20pfsrd.com/magic/all-spells/w/wall-of-ice) (hemisphere only) centered on target, duration 5 minutes (Reflex DC 14 negates).
08|Thorns rupture target’s skin, causing 1d6-1 (minimum 1) points of bleed (http://www.d20pfsrd.com/gamemastering/conditions#TOC-Bleed) damage each round for 5 rounds (Fortitude DC 13 negates).
09|Calm emotions (http://www.d20pfsrd.com/magic/all-spells/c/calm-emotions), effect centered on staff, radius 30 ft., duration 5 rounds (Will DC 13 negates).
10|Wielder gains benefit of longstrider (http://www.d20pfsrd.com/magic/all-spells/l/longstrider) for 5 hours.
11|Staff creates loud, thrumming vibration that builds to painful crescendo before fading. Effect is centered on target with 15 ft. radius. Creatures and objects in area take 5d4 points of sonic damage (Will DC 14 half). If floor of area is made of stone, wood, ice, or material softer than those, floor is pulverized to depth of 6 inches, resulting in an area of soft dust, wood fragments, or loose crushed ice, as appropriate. Movement in area costs double.
12|Each round for 5 rounds, fog cloud (http://www.d20pfsrd.com/magic/all-spells/f/fog-cloud) covers random 10 ft. square next to wielder; fog clouds (http://www.d20pfsrd.com/magic/all-spells/f/fog-cloud) travel 10 ft. each round in straight line from emanation point unless blocked by something substantial such as a wall. Fog clouds (http://www.d20pfsrd.com/magic/all-spells/f/fog-cloud) remain for 5 minutes.
13|10 ft. square within 60 ft. designated by wielder oozes sticky sap. For five rounds, movement costs across area are doubled and any prone creature in area must succeed on DC 10 strength check to stand up.
14|Shimmering colors and dancing lights surround target. Target is confused for 1 round (Will DC 13 negates).
15|Gravity is reversed in a 30 ft. radius around the wielder, causing unattached objects and creatures in the area to fall upward 50 ft. in 1 round. If a solid object (such as a ceiling) is encountered in this fall, falling objects and creatures strike it in the same manner as they would during a normal downward fall. If an object or creature reaches the top of the area without striking anything, it remains there, oscillating slightly, until the effect ends. After 5 rounds, gravity returns to normal and affected objects and creatures fall downward. Provided it has something to hold onto, a creature caught in the area can attempt a DC 14 Reflex save to secure itself when the spell strikes. Creatures who can fly or levitate can keep themselves from falling.
16|The wielder’s hands elongate and expand, becoming more shovel-like, and the wielder’s nose elongates and becomes slightly snout-like. These changes last for 5 days. In addition, the wielder benefits from burrow for 5 minutes.
17|The wielder gets a +1 competence bonus on a single attack roll, saving throw, or skill check as the spell guidance (http://www.d20pfsrd.com/magic/all-spells/g/guidance).
18|A glowing green disk of force manifests in front of of the wielder, granting the wielder the benefit of shield (http://www.d20pfsrd.com/magic/all-spells/s/shield) for 5 minutes.
19|Wielders legs elongate and thicken with extra muscle for 5 hours. In addition, the wielder gains the benefit of jump for 5 minutes.
20|Skin of the wielder thickens and hardens to the texture and consistency of tree bark for 5 hours. In addition, the wielder gains the benefit of barkskin for 50 minutes.
21|Wielder fades to an insubstantial mist as the spell gaseous form for 10 minutes (no save; cannot be dissmissed).
22|With a clap of thunder, target becomes center of sound burst (Fortitude DC 13).
23|The wielder and one ally within 60 ft. determined at random are affected by rage for 5 rounds (Will DC 13 negates).
24|Immediately after the wielder’s turn, water gushes out of both ends of the staff and creates a rolling sphere of churning water 10 ft. in diameter. This sphere forms in a square adjacent to the wielder that is closest to the target (if multiple squares are eligible, determine randomly). Each round including the first, the sphere moves 30 ft. closer to the target, rolling over barriers less than 10 feet tall. This effect is otherwise identical to aqueous orb. Once the target has been engulfed, the orb comes to rest and churns in place. After 5 rounds, the sphere disperses and evaporates.
25|The wielder's muscles ripple and grow, and the wielder’s teeth and nails elongate and sharpen. Any attempt to trim or file the teeth or nails results in them instantly growing back. This change in appearance lasts for 5 days, at which point the wielder’s teeth and nails return to their original state. In addition, the wielder gains the benefit of aspect of the bear for 5 minutes.
26|Flames burst forth from the pores of the wielder’s skin, the wielder’s eyes, ears, and mouth. This flame does not harm the wielder or objects held by the wielder, but all creatures and objects within 5 ft. of the wielder, except any creatures or objects that share the wielder’s space, take 5d8 points of fire damage (Reflex DC 13 half).
27|Staff ignites into flame that does not hurt the weapon or the wielder, but damages those hit by the weapon. When the weapon’s wielder hits with this weapon, it deals an additional 1d4 points of fire damage. This damage is not multiplied in the case of a critical hit. This effect lasts for 5 rounds, but immediately ends if the weapon is submerged in water.
28|Wielder is affected by reduce person, with the exception that the effect is not restricted to humanoid targets, for 5 minutes.
29|Shimmering colors and dancing lights surround the wielder. Wielder is confused for 1 round (Will DC 13 negates).
30|Staff casts obscuring mist with a duration of 5 minutes.
31|A jet of wine shoots from the end of the staff into the mouth of the target, causing the target to become drunk for 5 minutes (Fortitude DC 12 negates). Incorporeal targets, targets without mouths, or targets immune to the sickened condition are immune to this effect.
32|Hair of the wielder grows much longer. Any attempts to trim it result in the hair immediately growing back. After 5 days all hair returns to its original length. For 5 rounds, wielder may use strangling hair with a CMB of +6. Once the grapple is started, the effect ends when the wielder stops concentrating or after 5 rounds, whichever comes first.
33|A rainbow burning with the intensity of the sun fires from the staff into the eyes of the target. The target is blinded for 5 hours (Fortitude DC 13 negates).
34|With a flash of lightning, the target becomes the center of sheet lightning (Fortitude DC 14 partial).
35|Wielder is infused with a soft green light and gains the benefit of cure light wounds and heals 1d8+5 points of damage.
36|Staff casts solid fog centered on the target with a duration of 5 minutes.
37|Wielder gains the benefit of animal aspect, with the aspect determined randomly (equal chance of each) for 5 minutes.
38|Staff of natural wonderment gains a +1 enhancement bonus on attack and damage rolls. The staff gains this enhancement for both ends of the weapon. It deals damage as if it were two size categories larger (a Small quarterstaff so transmuted deals 1d8 points of damage, a Medium 2d6, a Large 3d6, and a Huge 4d6), +1 for its enhancement bonus. This effect lasts for 5 rounds.
39|Wielder crackles with electricity and moves at the speed of lightning, gaining the benefit of haste for 5 rounds.
40|Wielder and the target fade away in a gust of wind, instantly swap positions, and reform a split second later in their new space. Objects carried by the creatures (up to the creature’s maximum loads) go with them, but other creatures do not, even if they are carried. The movement is instantaneous and does not provoke attacks of opportunity.
41|Blast of thunder causes an enemy within 60 ft. to be permanently deafened (Fortitude DC 13 negates).
42|Target becomes dizzy as the ground shifts beneath its feet and the wind buffets it from all sides. The subject must succeed on a DC 10 acrobatics check at the start of each turn to take a move action. If it fails, it cannot move. If it fails the check by 5 or more, it falls prone. While affected, the subject also takes a -2 penalty on attack rolls and saving throws. Airborne creatures receive a +4 bonus on saves against this spell and do not need to make the Balance checks. This effect lasts for 5 rounds (Will DC 13 negates).
43|Staff fires a burst of light at target. Target is dazzled for 5 rounds. Sightless creatures, as well as creatures already dazzled, are not affected.
44|Wielder gains the benefit of expeditious retreat for 5 minutes.
45|A swarm of insects latches onto and nauseates the target for 1 round (Fortitude DC 13 negates). The insects last for 5 rounds, and each round the target must save or be nauseated.
46|Immediately after the wielder’s turn, fire pours out of both ends of the staff and creates a rolling sphere of flame 5 ft. in diameter. This sphere forms in a square adjacent to the wielder that is closest to the target (if multiple squares are eligible, determine randomly). Each round including the first, the sphere moves 30 ft. closer to the target, rolling over barriers less than 4 ft. tall. As part of this movement, it can ascend or jump up to 30 feet to strike a target. This effect is otherwise identical to flaming sphere. After 5 rounds, the sphere sizzles and burns itself out.
47|A crackling field of electricity manifests in front of the wielder, granting the benefit of shock shield for 5 minutes (Reflex DC 12 half).
48|Wielder’s skin oozes a sticky sap instead of sweat for 5 days. In addition, wielder gains the benefit of resinous skin for 50 minutes.
49|Wielder gains the benefits of chameleon stride for 5 minutes.
50|Target coated in necrotic fungus that makes its flesh soft and fragile. Toadstools, ringworm, and other disgusting fungal growths sprout from its skin. The target takes 1d3 points of Charisma damage. Any physical attack against the target automatically adds 1d6 points of bleed damage (Fortitude DC 14 negates). After 5 rounds, the fungus dries and withers, but Charisma damage and bleed damage remain until healed normally.
51|Wielder transforms in to a crackling bolt of electricity and instantly travels 60 ft. in a straight line toward the target, rematerializing instantly in the new location. This movement does not provoke attacks of opportunity. Creatures in this line take 5d6 points of electrical damage and are staggered for 1 round (a successful DC 14 Reflex save halves the damage and negates the staggered condition, spell resistance applies). Objects in the wielder’s path are damaged as well, with combustible objects being set ablaze and metals with low melting points melted. If the wielder’s path is interrupted by a barrier or otherwise deflected, the wielder materializes short of the final destination in the nearest open space; targets in the line to that point take damage as normal.
52|Sand shoots from the end of the staff toward the target; target is affected by sand whirlwind for 5 rounds (DC 14 Will negates blindness).
53|Teleports wielder 30 ft. in a random horizontal direction (determined by 1d8).
54|The staff fires a ball of flaming tar at the target as a ranged attack, using the wielder’s attack bonus. This is otherwise identical to tar ball.
55|Wielder grows nonfunctional butterfly wings that last for 5 days. In addition, the wielder gains the benefit of haunted fey aspect against the target for 5 rounds.
56|A crackling line of lightning arcs from the tip of the staff to the target, dealing 5d6 points of electricity damage to each creature with the area (Reflex DC 14 half).
57|A shining beam of sunshine, moonlight, leaves, blossoms, earth, and time itself engulfs the wielder and the target. Both are temporarily aged for 50 minutes, immediately advancing them to the next age category. They immediately takes the age penalties to Strength, Dexterity, and Constitution for its new age category, but do not gain the bonuses for that category. A creature whose age is unknown is treated as if the spell advances it to middle age. Ageless or immortal creatures are immune to this spell. If the target is an object, construct, or undead creature, it takes 3d6+5 points of damage as time weathers and corrodes it. This version of the effect has an instantaneous duration (no saving throw).
58|Target becomes center of burst of nettles (Reflex DC 14 half).
59|A wall of wind 50 ft. long and 25 ft. high blows into existence halfway between the wielder and the target, as the spell wind wall (Reflex DC 14 to hold onto objects).
60|Wielder’s skin turns green and veiny with the texture of leaves for 5 days. In addition, the wielder gains fast healing 2 for 5 rounds. In areas of sunlight, the wielder instead gains fast healing 4 as long as some of the wielder’s skin is exposed to the light.
61|Thick, spiky, black hairs grows all over the wielders body, and antennae sprout from the wielder’s forehead, and the wielder is granted the benefits of ant haul for 10 hours. In addition, the wielder gains the benefit of spider climb for 50 minutes.
62|Wielder grows cow horns that last for 5 days before falling off. In addition, the wielder gains the benefit of bull’s strength for 5 rounds.
63|Target within 60 ft. affected by slow for 5 rounds (Will DC 14 negates).
64|Wielder’s skin hardens and fades to the color of marble for 5 hours. In addition, the wielder gains resistance to blows, cuts, stabs, and slashes. The wielder gains DR 10/adamantine, ignoring the first 10 points of damage each time it takes damage from a weapon, though an adamantine weapon bypasses the reduction. Once 50 minutes has passed or 50 damage has been prevented, whichever comes first, this secondary effect ends.
65|Wielder’s hair falls out and is replaced by downy feathers. The feathers remain for 5 days, at which point the wielder molts; the feathers instantly replaced by hair identical to that which fell out. In addition, the wielder gains the benefit of feather step for 50 minutes.
66|Black smoke swirls into existence halfway between the wielder and the target. The smoke manifests itself as a stationary, 10 ft. thick and 50 ft. long wall perpendicular to the line of effect from the wielder to the target. Creatures on opposite sides of the wall that cannot see over it gain concealment from each other. A creature can pass through the smoke, but it must make a Fotitude save DC 12 to avoid being nauseated for 1 round. This wall lasts for 5 rounds, but a moderate wind (11+ mph) destroys the wall in 1 round.
67|A swarm of spiders pour from the staff onto the wielder; wielder is nauseated for 1 round (Fortitude DC 13 negates).
68|Wielder becomes a tree, as tree shape, for 5 minutes (no save, cannot be dismissed).
69|Wielder sprouts extra eyes of different colors, shapes, and sizes all over its body, including on the back of its head. It gains all-around vision- and cannot be flanked for 5 hours. After 5 hours have elapsed, the eyes remain for 5 days, but they only grant brief flashes of vision at seemingly random times, rendering them essentially nonfunctional.
70|Target is subjected to faerie fire for 5 minutes.
71|The wielder may subtly enhance or diminish the effects of natural winds within a ten ft. radius. Within the area, natural (but not magical) wind effects are either increased or decreased by one step in intensity. This effect may affect winds up to moderate intensity, and it lasts for 5 hours.
72|Wielder gains the benefits of freedom of movement for 5 rounds.
73|Wasps pour from both ends of the staff, covering the wielder. This effectively summons a wasp swarm, which fills the wielder’s space (up to 5 feet by 5 feet) but does not attack wielder. The dense cloud of vermin gives the wielder partial concealment against ranged attacks. Any creature that makes a successful melee attack against the wielder takes 2d6 points of swarm damage and poison from the wasp swarm, but is not affected by the swarm distraction ability. After 5 rounds, the wasps disperse and fly away.
74|Poisonous frogs rain down on the target, as the spell rain of frogs. The frogs remain for 5 rounds.
75|Thorns and spines grow from the exposed skin of the wielder, damaging creatures that strike the wielder. Any creature striking the wielder with a melee weapon, an unarmed strike, or a natural weapon takes 1d6+5 points of piercing damage. Creatures using melee weapons with reach are unaffected by this spell. Creatures that successfully grapple you take 2d6+5 points of piercing damage. In addition, your natural attacks and unarmed strikes deal an additional 1d6 points of piercing damage. Thorns created by this spell persist through any new physical shape or form you assume, such as via wildshape or any polymorph effect. These thorns remain for five days, but after 5 rounds they become soft and no longer cause anything more than mild irritation.
76|The staff fires a sticky ball of hot tar at the target as a ranged touch attack using the wielder’s attack bonus. If the tar ball strikes, it deals 1d4 points of fire damage, and splashes the target with burning, sticky tar. The tar deals 1d4 points of fire damage each round on the creature’s turn for the next 1d4 rounds and gives the target a –2 penalty to Dexterity for that duration. If desired, the target can use a full-round action to attempt to extinguish or cool the tar before taking this additional damage. Extinguishing or cooling the tar requires a DC 15 Reflex save or at least 1 gallon of nonflammable liquid. Rolling on the ground provides the target a +2 bonus on the save. Leaping into a lake or magically cooling the target automatically ends the effect.
77|Heavy rain falls for 1 round in 60-foot radius centered on the rod wielder.
78|A stream of 500 large butterflies pours forth and flutters around for 2 rounds, blinding everyone within 30 ft. (Reflex DC 14 negates).
79|Grass grows in 250-square-foot area before the rod, or grass existing there grows to 10 times its normal size. In addition, the wielder gains the benefit of guiding star with relation to the affected area for 5 days.
80|Staff of Natural Wonderment transforms into a constrictor snake and acts immediately, on your turn. It attacks the wielder’s opponents to the best of its ability. It can be directed not to attack, to attack particular enemies, or to perform other actions as the wielder commands. After 5 rounds, it reverts to a staff. If the snake is killed, it reverts to staff form and cannot be activated for 5 days.
81|Winds swirl around the wielder, granting the benefits of cloak of winds for 5 minutes.
82|A strong smell of rotting eggs (25% chance), coffee (25% chance), flowers (25% chance), or onions (25% chance) permeates the area in a 30 ft. radius around the wielder for 5 rounds. In addition, the wielder gains the benefit of bloodhound for 5 hours.
83|Staff casts daylight on itself with a duration of 50 minutes.
84|Creates a shimmering field of icy cold in a 20 ft. radius around the wielder that lasts for 5 rounds. Any creature within the field that deals damage to the wielder with an attack, spell, or other effect becomes fatigued for 3 rounds as the cold saps its strength. A successful DC 12 Will save indicates that the attacker is unaffected and immune to the spell’s effect until the start of the wielders next turn, but must save again if the target damages the wielder after that point. An attacker already fatigued suffers no additional effects. Creatures immune to cold are immune to this effect.
85|All squares between the target and the wielder and the target’s square are affected by soften earth and stone.
86|Wielder transforms into a leopard, gaining the benefit of Beast Shape I for 5 minutes.
87|The earth beneath the target heaves and throws the target to the ground (Reflex DC 13 or fall prone). Flying targets are unaffected.
88|With the sound of twisting wood, the staff grows sharp spikes like rose thorns. For 5 rounds, the weapon deals both piercing and bludgeoning damage. It gains a +1 enhancement bonus on its attacks and also gains a +5 enhancement bonus on melee damage rolls.
89|The staff summons 1d3 lizards up to 60 ft. from the wielder that serve the wielder for 5 rounds. This effect is otherwise identical to summon minor ally.
90|Wielder’s face contorts and expands into a wolf-like form. The wielder gains a bite attack that deals 1d6 points of damage (or 1d4 points for Small wielders) plus 1-1/2 times the wielder’s Str modifier. The wielder also gains the trip- ability for attacks made with the bite. This change persists for 5 hours.
91|A sheet of ice forms in a five foot radius from and under the target. The ice melts after 5 minutes, unless it is formed in an area of extreme heat, in which case it melts in 5 rounds. This effect is otherwise identical to the spell grease (Reflex DC 12).
92|20 acorns fly from the end of the staff in a 60 ft. line toward the target. Each acorn deals 1 point of damage to any creature in its path: roll 5d4 for the number of hits and divide them equally among the available targets.
93|Leaves (50% chance) or flowers (50% chance) sprout from the wielder, replacing all of his or her hair. This lasts for 5 days, at which point the plants wither and fall out; instantly replaced by hair identical to that which fell out. In addition, the wielder gains the benefit of greensight for 50 minutes.
94|The weather grows 20 degrees warmer (50% chance) or 20 degrees colder(50% chance) in a 60 ft. radius centered on the wielder for 5 rounds. In addition, the wielder gains the benefit of endure elements.
95|The staff fires a blast of wind at the target, as the spell gust of wind (Fortitude DC 13 negates).
96|The staff casts expeditious excavation with a range of 60 ft. on a location designated by the wielder.
97|The staff is affected by deeper darkness for 50 minutes. In addition, the wielder gains the benefit of darkvision for 5 hours.
98|The ground in a 10 ft. square designated by the wielder becomes jagged and the surface shapes itself into sharp points. For 5 rounds, that area is treated as if it’s covered in caltrops, after which ground returns to normal.
99|The staff summons a wolf, an eagle, a venomous snake, and an octopus in adjacent squares within 60 ft. designated by the wielder. The summoned creatures attack the target to the best of their ability for 5 rounds before vanishing in a burst of fur, feathers, scales, and suckers.
00|Roll again twice.[/table]
CONSTRUCTION REQUIREMENTS:
Craft Rod, confusion, creator must be chaotic; Cost 6,000 gp

Here's a link to the Pathfinder spell list for convenience: Link (http://www.d20pfsrd.com/magic/all-spells)

My goal here is to answer the following questions:
1a) Is this an appropriate item for a party of ~3rd-6th level characters?
1b) If no, how should it be adjusted?
2) Each ability, even if nothing combat-relevant happens, is designed to be interesting and/or fun. Have I achieved that?
3) How should this item be priced? What would the craft requirements be?
4) Are there instances where the wording can be edited to be more elegant/concise?
5) Are there any formatting/language inconsistencies or other mistakes in general?
6) Are there any effects that seem lackluster?
7) Are there any effects that do not seem to fit the theme?
8) Are there any effects that you feel are missing?

Any and all feedback is appreciated!

AuraTwilight
2013-04-10, 01:52 PM
I really like this! To go down the list...

1) Yea, seems about right.
2) I believe so.

The rest I can't help on, English isn't my best language.

Debihuman
2013-04-11, 08:38 AM
You need to add the effects, damage, area, duration. For example, see #04.

You wrote:
"Target becomes the center of stone call, with the exception that the difficult terrain created by the spell is permanent." Since the CL of Rod is unknown, you can't just mention the spell.

Compare the linked version below:
Stone call (http://www.d20pfsrd.com/magic/all-spells/s/stone-call) centered on target, 40-foot radius, 2d6 damage, with exception that the difficult terrain is permanent.

Or

Target becomes the center of a stone call (http://www.d20pfsrd.com/magic/all-spells/s/stone-call) spell, 40-foot radius, causing 2d6 points of bludgeoning damage, with the exception that the debris left behind is permanent difficult terrain.

1a. Probably. You might want to see if some of the damage they can do is a tad on the high side (not a huge deal but giving them a wand that can cause a lot of damage at 3rd level might be overpowered).

1.b. Varies. This will take more time than I have available.

3. As rod of wonder.

4. Yes, see above.

Will get back to you on the rest. Don't have time now.

Debby

ArcanistSupreme
2013-04-11, 10:08 AM
I really like this! To go down the list...

1) Yea, seems about right.
2) I believe so.

The rest I can't help on, English isn't my best language.

Thanks!


You need to add the effects, damage, area, duration. For example, see #04.

You wrote:
"Target becomes the center of stone call, with the exception that the difficult terrain created by the spell is permanent." Since the CL of Rod is unknown, you can't just mention the spell.

Compare the linked version below:
Stone call (http://www.d20pfsrd.com/magic/all-spells/s/stone-call) centered on target, 40-foot radius, 2d6 damage, with exception that the difficult terrain is permanent.

Or

Target becomes the center of a stone call (http://www.d20pfsrd.com/magic/all-spells/s/stone-call) spell, 40-foot radius, causing 2d6 points of bludgeoning damage, with the exception that the debris left behind is permanent difficult terrain.

Yeah, it is a little vague and I do prefer your wording. The issue is, do I really need to include all of that, especially when it is independent of CL (I was using CL 5 for all effects, by the way)? The damage and radius stay the same, range is irrelevant, and the only thing that is variable is duration. What do you think of the updated #4?

EDIT: I fixed the first 12 effects. Are they better?

P.S.-I apologize for not having links for each effect. I had the entire thing put together and linked on another site, but it uses a different formatting code so I couldn't copy and paste. Unfortunately, I can't link to that because it's under "secret GM info" currently.


1a. Probably. You might want to see if some of the damage they can do is a tad on the high side (not a huge deal but giving them a wand that can cause a lot of damage at 3rd level might be overpowered).

1.b. Varies. This will take more time than I have available.

3. As rod of wonder.

4. Yes, see above.

Will get back to you on the rest. Don't have time now.

Debby
With the pricing, do you think I should price it identically to rod of wonder, or do you mean I should price it as they did? If the latter, I'm kind of fuzzy on how they arrived at those numbers.

You've given me a lot to think about with just these few comments. Thanks!

Debihuman
2013-04-11, 02:38 PM
Yeah, it is a little vague and I do prefer your wording. The issue is, do I really need to include all of that, especially when it is independent of CL (I was using CL 5 for all effects, by the way)? The damage and radius stay the same, range is irrelevant, and the only thing that is variable is duration. What do you think of the updated #4?

Yep, you need to include all that. The minimum level for your rod is CL 7 since confusion is a 4th level spell. In order to make the rod you have to be 7th level to cast confusion.

Aiming for CL 5 for the rod's effects is fine, but keep in mind you are aiming this for 3-5th level.

Furthermore, if you compare duration of time the effects last between your rod of natural wonderment and a standard rod of wonder, yours are almost universally far too long. The rod of wonder effects last one or two rounds and your effects last much, much longer. You have effects lasting minutes or days, making it even more powerful than a standard rod wonder.

As a result, I recommend that you lessen the time from minutes to rounds in most cases. 5 rounds for any effect is more than enough time for most of these. Certainly permanent blindness, deafness and aging should be reduced to 24 hours.

If you look at the original rod of wonder, this is how spells causing damage look:


37–46 Lightning bolt (70 ft. long, 5 ft. wide), 6d6 damage (Reflex DC 15 half).

Even though the CL is 10 for the standard rod of wonder, the lightning bolt only does 6d6.

If you limit this to CL 5, be sure that no spell is over 3rd level. This is a problem with #07 see below. I recommend you keep the cost the same because your rod will have mostly 5 round duration effects compared to the 1 or 2 rounds of the standard rod even though you have a lower caster level. It still might be overpowered as a result.


Note the following list is NOT complete. Numbers that aren't on this list should also be rechecked for errors. I was going through this quickly and have probably missed a bunch. And it's not finished yet. I'm only up as far as my last number. Here are the changes that I recommend:

#03 enlarge person spell only affects Humanoids not all creatures. This should only last 5 rounds at most.

#07, wall of ice is a 4th level spell. CL for a magic item is the minimum level you need to be to cast the spell. CL for wall of ice is 7. It's tricky because spell level and caster level are not the same.

#10 should last for 5 rounds.

#11 should lessen damage to no more than 3d4 if you are aiming this at 3rd level characters.

#13 needs a duration -- go with 5 rounds or less.

#16 deformity time should match duration of ability. No point in having a deformity that has no consequence otherwise. This should last for 5 rounds not 5 minutes.

#18 duration should be in rounds.

#19 has the same issue with time as #16. The deformity should last only as long as the ability. No point in having a deformity that has no consequence otherwise. This should last for 5 rounds.

#20 has the similar issue as #16. The deformity should only last as long as the there are consequences. This should last for 5 rounds.

#21 should last 5 rounds not 10 minutes.

#25 should be "wielder's" And again match deformity time to duration of spell. No point in having a deformity that has no consequence otherwise. This should last 5 rounds.

#28 reduce person spell only affects Humanoids. Not all PCs are Humanoids. Should be in rounds not minutes.

#30 -- 5 rounds

#31 should say "A jet of wine..." This should last only 5 rounds maximum.

#32 Hair growth should only last 5 rounds too before returning to normal.

#33 effects should last no more than 24 hours.

#36 -- 5 rounds

#37 -- 5 rounds.

#43 -- should probably last 1 round. [Hey look something that isn't 5 rounds!]

#44 -- 5 rounds

#47 -- 5 rounds

#48 again, deformity should only match consequences and duration should be 5 rounds.

#50 how long does this fungal infestation last? For consistency, 5 rounds.

#54 -- tar ball does 1d4 fire damage. You should state that.

#55 Lose the horns and effect should be 5 rounds. (Note #62 has effect of growing horns and this one makes less sense as it should match the spell).

#56 should be rod not quarterstaff. Should be 2d6 points of damage since 5d6 is a bit high if you're still aiming this at 3rd level PCs.

#57-- should be an instantaneous effect that ages the wielder and target one age category (should include both bonuses and penalties) but these should wear off after 24 hours. Targets can only be affected once by the same rod.

#58 needs damage spelled out 3d6 plus 1d6 acid on next round.

#60 Wielder’s skin turns green and vine-like with the texture of leaves for 5 rounds, during which the wielder gains Fast Healing 2. In areas of sunlight, the wielder instead gains Fast Healing 4 as long as some of the wielder’s skin is exposed to the light.

#61 is overpowered with 2 effects; can be wielder gains either ant haul or spider climb for 5 rounds at wielder's choice.

#62 both effects should last 5 rounds.

#64 both effects should end after 5 rounds. No point in having a deformity that has no consequence otherwise.

I think you see the pattern here. It's a lot of editing but it will be a much better item when it's done.

Debby

ArcanistSupreme
2013-04-17, 06:47 PM
I finally got around to making some of the changes. I (obviously) haven't finished adding all of the area/damage text, but I made most of the changes I wanted to. Many of the Rod of Wonder's effects have much longer effects than a few rounds, and several of its effects have undefined/permanent durations, so I don't feel bad having a duration that matches the original spell effects.

I also think I am going to keep the mismatched durations of the deformities and the benefits. There not being a point is kind of the point. I might tone it down from 5 days to 24 hours, though, because I was basing it on the 3.5 Rod of Wonders which had much longer durations.