Rod of Wonder

NameRod of Wonder
Sorted NameRod of Wonder
FamilyRod
Item Slotnone
Price12,000 gp
Price as Gold Pieces12000
Creation Cost6,000 gp
Weight5 lbs.
AuraAura moderate enchantment
Caster Level10th
VersionPRPG-O
SourcesPathfinder RPG (Open)
Construction

Craft Rod, confusion, creator must be chaotic

Lore:
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
01-05Slow target for 10 rounds (Will DC 15 negates).
06-10Faerie fire surrounds the target.
11-15Deludes 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 target's surface thoughts (as with detect thoughts for 1d4 rounds (no save).
26-30Stinking cloud appears at 30-ft. range (Fortitude DC 15 negates).
31-33Heavy rain falls for 1 round in 60-ft. radius centered on rod wielder.
34-36Summon an animal-a rhino (01-25 on d%), elephant (26-50), or mouse (51-100).
37-46Lightning bolt (70 ft. long, 5 ft. wide), 6d6 damage (Reflex DC 15 half).
47-49A stream of 600 large butterflies pours forth and flutters around for 2 rounds, blinding everyone within 25 ft. (Reflex DC 14 negates).
50-53Enlarge person on target if within 60 ft. of rod (Fortitude DC 13 negates).
54-58Darkness, 30-ft.-diameter hemisphere, centered 30 ft. away from rod.
59-62Grass grows in 160-square-ft. area before the rod, or grass existing there grows to 10 times normal size.
63-65Turn ethereal any nonliving object of up to 1,000 lbs. mass and up to 30 cubic ft. in size.
66-69Reduce wielder two size categories (no save) for 1 day.
70-79Fireball at target or 100 ft. straight ahead, 6d6 damage (Reflex DC 15 half).
80-84Invisibility covers rod wielder.
85-87Leaves grow from target if within 60 ft. of rod. These last 24 hours.
88-9010-40 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.
91-95Shimmering 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).
96-97Wielder (50% chance) or target (50% chance) turns permanently blue, green, or purple (no save).
98-100Flesh to stone (or stone to flesh if target is stone already) if target is within 60 ft. (Fortitude DC 18 negates).
Prerequisite:
Activation:

Effect:

Source Copyright: Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC; Author: Jason Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams.

The Book of Experimental Might. Copyright 2008, Malhavoc Press; Author: Monte J. Cook.

Tome of Horrors. Copyright 2002, Necromancer Games, Inc.; Authors: Scott Greene, with Clark Peterson, Erica Balsley, Kevin Baase, Casey Christofferson, Lance Hawvermale, Travis Hawvermale, Patrick Lawinger, and Bill Webb; Based on original content from TSR.

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