Editing
Rod of Wonder
(section)
Jump to navigation
Jump to search
Warning:
You are not logged in. Your IP address will be publicly visible if you make any edits. If you
log in
or
create an account
, your edits will be attributed to your username, along with other benefits.
Anti-spam check. Do
not
fill this in!
== D&D 3.5e stat block == <!-- this is Open Gaming License content, we're allowed --> 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. {| border=1 cellpadding=3 cellspacing=0 !d% ||align=left| 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 (Fort 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' range (Fort DC 15 negates). |- |31-33 || Heavy rain falls for 1 round in 60' 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' long, 5' wide), 6d6 damage (Reflex DC 15 for half). |- |47-49 || Stream of 600 large butterflies pours forth and flutters around for 2 rounds, blinding everyone (including wielder) within 25 ft. (Ref DC 14 negates). |- |50-53 || Enlarge person if within 60' of rod (Fort DC 13 negates). |- |54-58 || Darkness, 30' diameter hemisphere, centred 30' 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 lbs. 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' straight ahead, 6d6 damage (Reflex DC 15 for half). |- |80-84 || Invisibility covers rod wielder. |- |85-87 || Leaves grow from target if within 60' of rod. These last 24 hours. |- |88-90 || 10-40 gems, value 1 gp each, shoot forth in a 30' 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 colours dance and play over a 40'x30' area in front of rod. Creatures therein are blinded for 1d6 rounds (Fort DC 15 negates). |- |96-97 || Wielder or target (50%/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' (Fort DC 18 negates). |} Moderate enchantment; Crafter must be 10th level; Craft Rod feat, confusion spell, creator must be chaotic; Price for materials: 12,000 gp.
Summary:
Please note that all contributions to 2d4chan may be edited, altered, or removed by other contributors. If you do not want your writing to be edited mercilessly, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource (see
2d4chan:Copyrights
for details).
Do not submit copyrighted work without permission!
Cancel
Editing help
(opens in new window)
Navigation menu
Personal tools
Not logged in
Talk
Contributions
Create account
Log in
Namespaces
Page
Discussion
English
Views
Read
Edit
Edit source
View history
More
Search
Navigation
Main page
Recent changes
Random page
Help about MediaWiki
Tools
What links here
Related changes
Special pages
Page information