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Metamagic Rods | Other Rods


Rod of Wonder

Source Ultimate Equipment pg. 185, PRPG Core Rulebook pg. 485
Aura moderate enchantment CL 10th
Slot none; Price 12,000 gp; Weight 5 lbs.

Description

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
01–05Target affected by slow for 10 rounds (Will DC 15 negates).
06–10Faerie fire surrounds the target.
11–15Deludes the wielder for 1 round into believing the rod functions as indicated by a second die roll (no save).
16–20Gust of wind, but at windstorm force (Fortitude DC 14 negates).
21–25Wielder learns the target’s surface thoughts (as with detect thoughts) for 1d4 rounds (no save).
26–30Stinking cloud appears at 30-foot range (Fortitude DC 15 negates).
31–33Heavy rain falls for 1 round in 60-foot radius centered on the rod wielder.
34–36Summons an animal—a rhino (01–25 on d%), elephant (26–50), or mouse (51–100).
37–46Lightning bolt (70 foot long, 5 foot wide), 6d6 points of damage (Reflex DC 15 half).
47–49A stream of 600 large butterflies pours forth and flutters around for 2 rounds, blinding everyone within 25 foot (Reflex DC 14 negates).
50–53Target is affected by enlarge person if within 60 feet of rod (Fortitude DC 13 negates).
54–58Darkness, 30-foot-diameter hemisphere, centered 30 feet away from rod.
59–62Grass grows in 160-square-foot area before the rod, or grass existing there grows to 10 times its normal size.
63–65Any nonliving object of up to 1,000 pounds of mass and up to 30 cubic feet in size turns ethereal.
66–69Reduce wielder two size categories (no save) for 1 day.
70–79Fireball at target or 100 feet straight ahead, 6d6 points of damage (Reflex DC 15 half).
80–84Invisibility covers the rod’s wielder.
85–87Leaves grow from the target if within 60 feet of the rod. These last 24 hours.
88–9010–40 gems, value 1 gp each, shoot forth in a 30-foot-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.
91–95Shimmering colors dance and play over a 40-footby- 30-foot area in front of rod. Creatures therein are blinded for 1d6 rounds (Fortitude DC 15 negates).
96–97Wielder (50% chance) or the target (50% chance) turns permanently blue, green, or purple (no save).
98–100Flesh to stone (or stone to flesh if the target is stone already) if the target is within 60 feet (Fortitude DC 18 negates).

Construction

Requirements Craft Rod, confusion, creator must be chaotic; Cost 6,000 gp