DescriptionA 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.