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Epic Level Rod of Wonder

Three_Haligonians

First Post
Anyone know if such a thing exists? Where might it be? If it doesn't exist.. what kind of effects do you think it should be able to do?


J from Three Haligonians
 

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Never heard of one, but since we're in the house rules thread anyway....

Get a list of spells; the Sor/Wiz list will do.
Select 10 spells from each spell level (0-9).
List these out on a 1d100 table (1-10: 0th level spells; 11-20: 1st level spells, and so on)

This is the effect list of the Rod of Wonder (Epic)

Using Rod:
Roll 1d20 for caster level of effect (effect still works if caster level is too low for the spell).
Roll 1d20 for the spellcasting attribute (determines DC) of the effect (effect still functions if too low for the spell; rolling a 1 for a 9th level spell gets DC 14)
Roll 1d100 for specific effect.
Roll 1d4 for target (1: wielder as though cast by target (thus, if it comes up Polymorph, the person you pointed it at chooses the wielder's form; also, singular even if an area affect spell), 2: target (as though cast by wielder; singular, even if an area affect spell), 3: Area centered on target (even if spell not normally area effect.... as though cast by wielder) 4: Area centered on wielder(as though cast by target))

And then you have something nobody in their right mind would use. Ever.

Then make it Intelligent (Chaotic, of course....) and thus capable of activating itself.
 
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Dire Rod of Wonder: A dire rod of wonder is a powerful and unpredictable device that randomly generates any number of amazing effects each time it is used. (Activating the rod is a standard action.) Typical powers of the rod include the following.

Code:
  d%     WONDROUS EFFECT 
-----    ------------------------------- 
01-05    Target’s alignment changes to the one diametrically opposed (such as LG to
               CE) if within 30 ft. of rod (Will D” 25 negates). TN characters instead are 
               merely -confused- for 2d6 rounds (DC 19). 
06-10    -Otto’s irresistable dance- on target for 2d4 rounds if within 60 ft. of rod 
               (DC 23). 
10-13    -Maze- on target (DC 23) if within 30 ft. of rod. 
14-20    Target is -cursed- if within 60 ft. of rod (DC 19). Choose a random curse by 
               rolling 1d3 and consulting the -bestow curse- spell. 
21-24    -Moment of prescience- on target if within 60 ft. of rod (DC 23). 
25-27    Summons an outsider—a Balor (1-25 on d%), a Pit Fiend (26-50), or a 
               Lantern Archon (51-100). The outsider attacks the target for 2d6 rounds, or 
               until one of them dies. 
28-31    Transfers 1 000 XP from target to wielder in within 60 ft. of rod (no save). If 
               this would cause the target to lose a level, the rod transfers the maximum 
               number possible without removing the level. 
32-36    10-40 gems, value 1 000 gp each, shoot forth in a 30-foot-long stream. Each 
               gem deals 1d10 points of damage to any creature in its path: Roll 3d10 for 
               the number of hits and divide them among the available targets. 
37-40    -Feeblemind- on target if within 60 ft. of rod (DC 20). 
41-44    Transfers 1 000 XP from wilder to target in within 60 ft. of rod (no save). If 
               this would cause the wielder to lose a level, the rod transfers the maximum 
               number possible without removing the level. 
45-51    A magic weapon appears in the hand or equivalent member of the target if 
               within 30 ft. of rod as if summoned by the -call weaponry- power (manifester 
               level 20th). The weapon that appears is the same type as the target’s 
               favored weapon, if it has one, or of any weapon with which the target is 
               proficient. 
52-57    -Scintillating pattern- in front of rod (DC 23) for 1d6 rounds. 
58-59    Target (50% chance) or wielder (50% chance) recieves 1 -limited wish-. Time 
               pauses while the wish is made. 
60-64    -Mass charm monster- against all within 30 ft. of target (DC 23). 
65-70    All items carried or worn by the target are teleported 5d20 feet in a random 
               direction, leaving it naked and unarmed (no save). To generate direction 
               randomly, roll 1d8 and count clockwise around the compass, starting with 
               south. 
71-73    -Phantasmal killer- at target if within 30 ft. of rod (DC 24). If the target fails its 
               saves, it suffers from a -soul bind- spell (no save). 
74-77    Target gains a +4 enhancement bonus to a random ability score for 24 hours. 
               To determine which ability score is affected, roll 1d6 and move downwards 
               from Strength. 
78-81    -Reverse gravity- in a 30-ft.-radius cylinder in front of rod for 1d4 rounds. 
82-83    -Mordenkainen’s disjunction- against target only (DC 24, caster level 20th) if 
               within 40 ft. of rod. Unlike normal -Mordenkainen’s disjunction,- this effect 
               cannot affect artifacts or antimagic fields. 
84-92    -Prismatic spray- beginning at rod (DC 22). 
93-98    Deludes wielder into believing the rod functions as indicated by a second die 
               roll (no save). 
99-00    Target’s soul is absorbed into the rod as with a [i]trap the soul[/i] spell 
               (DC 23). Each time the rod is used, a trapped sould has a 5% chance of 
               escaping. When another soul is abosrbed into the rod, all souls trapped 
               inside are 80% likely to escape.
Strong enchantment; CL 18th; Craft Rod, insanity, wish, creator must be chaotic; Price
 



Made our own!

So we put together one of our own, credit goes to Jaerom Darkwind, whose version had a lot of ideas we really liked (you can see them and variations of them in there). Thanks a lot for your help JD!

Here it is!

Code:
[U]The Rod of Epic Wonder[/U]

	A Rod of Epic Wonder is an extremley potent, and unpredictable, 
magic item. Like its lesser counterpart, the rod creates a random, 
sometimes bizarre, effect each time it is used (activating the rod is a 
standard action) however, the effects generated are much more varied 
and powerful. Legends claim the rod was built by a powerful wild mage, 
and that its creation cost her her sanity, although there are others that 
claim she was already quite insane to begin with.

Each time the rod is activated, roll on the following chart to determine
its effect:

1.      Target, if within 30ft of the rod, is affected by [1-33%] Power Word 
Blind , Power Word Stun [34-66%], or Power Word Kill [67-100%].

2.      Rod emits a [I]Waves of Exhaustion[/I].

3.      All topography in an 80ft. radius, centred on the rod, changes. 
All regular ground becomes light debris (undergrowth, rubble, scree or 
other as dictated by the terrain). All light debris becomes heavy debris 
and all heavy debris becomes regular ground. In addition, all gradual 
slopes become steep and all steep slopes become gradual. Finally, 
shallow ponds, pools, bogs and other hazards become deep and deep 
ones become shallow.

4.      Target changes age if within 30ft of the rod. Roll to 
determine new age category: Starting Age [1-25%], Middle 
Age [26-50%], Old Age [51-75%], or Venerable Age [76-100%]. 
A [I]Break Enchantment[/I] spell will end this effect if it succeeds 
a DC 30 caster level check.

5.      Rod produces: [1-33%] [I]burning hands[/I] originating from rod, 
5d4 damage (Reflex DC 35 half), [34-66%] [I]fireball[/I] at target or 100 
feet ahead of the rod, 10d6 damage (Reflex DC 35 half), or [67-100%] 
[I]meteor swarm[/I] at target or 200 feet ahead of the rod (Reflex DC 35 half).  

6.	Rod produces: [1-33%] [I]obscuring mist[/I], [34-66%] [I]stinking cloud[/I] 
(Fortitude DC 35 negates), or [67-100%] [I]cloudkill[/I] (Fortitude DC 35 partial).  

7.	[I]Mordenkainen’s Disjunction[/I] centered on the target if within 60ft of 
the rod. All magical effects and magic itmes within the area must make a Will 
save DC 35 to avoid the effect.

8.	Wielder gains a +20 insight bonus that can be applied as an immediate 
action to her next skill check. If this bonus is not used within the next 10 
rounds, it is wasted.

9.	Wielder gains the evasion class ability for the next 10 rounds. If the 
wielder already has this ability, she gains improved evasion instead. If 
the wielder already has improved evasion, she gains no benefit.

10.	[I]Sunburst[/I] (Reflex DC 35 half) centered on the target if within 60ft 
of the rod.
 
11.	Target is subject to an [I]Imprisonment[/I] (Will DC 30 negates).

12.	Blood pours from the eyes, ears, nose and mouth of the target if within 
30ft of the rod for 1d4+1 rounds. For each round affected in this manner, the 
target takes 1 point of constitution damage. Creatures without blood, with no 
Constitution score, or otherwise immune to constitution damage or blood loss 
are immune to this effect.

13.	Deludes wielder for 1 round into believing nothing has happened, when in 
fact, an effect, determined by a second die roll, occurs.

14.	[I]Flesh to Stone[/I] (or [I]Stone to Flesh[/I] if target is stone already) 
if target is within 60ft of the rod (Fortitude DC 40 negates).

15.	Wielder drops rod.

16.	[I]Feeblemind[/I] (Will DC 30 negates) on target if within 60ft of the rod.
  
17.	All within a 30ft cone of the rod must make a DC 40 will save of suffer 
the effects of a [I]Deep Slumber[/I] spell, regardless of Hit Dice.

18.	Target is knocked prone (no save) if within 30ft of the rod.

19.	[I]Otto’s Irresistible Dance[/I] on target if within 60ft of the rod. Unlike 
the spell, a Will save DC 30 negates this effect.

20.	All items carried or worn by the target are teleported into a neat pile 
5d20 feet in a random direction leaving the target naked and unarmed.

21.	All creatures within 30ft of the rod have their base saving throws 
reversed (good saves become poor and vice versa).  To determine the good 
and poor saves of a creature, treat the good saves of all base classes the 
creature has levels in as good, and all others as poor. If the creature has 
no class levels, determine its good saves as per its creature type. This effect 
lasts for 1d6 rounds.

22.	[I]Daylight[/I] [50%] or [I]Deeper Darkness[/I] [50%] centered 30ft 
away from the rod. This lasts for 10 minutes.

23.	10x10 pit opens beneath target if within 30ft of the rod. The depth of 
the pit is 1d10x10 feet. A successful reflex save (DC 40) prevents falling and 
moves the target to one edge of the pit (target’s choice).

24.	[I]Grease[/I] covers a 20ft radius centred on the wielder for 10 rounds 
(Reflex DC 40). 

25.	Target must make DC 35 reflex save or be struck by a force effect that 
behaves in all ways like the [I]Iron Bands of Bilarro[/I].  This effect disappears 
after 10 rounds or the target escapes (following the same rules as the actual 
[I]Iron Bands of Bilarro[/I].)

26.	Wielder and all allies within an 80ft radius receive the benefits of a 
[I]Heal[/I] spell (Will DC 30 negates).

27.	Wielder begins to emit a high-pitched whine. All within 20ft of 
wielder suffer a –10 penalty on Listen checks. Wielder suffers a –20 
penalty to Move Silently checks. This effect lasts for 3d6 rounds.

28.	Target feels compulsion to sing if within 30ft of the rod. While 
under this compulsion, spellcasters (with the exception of Bards) 
cannot cast spells with Verbal components. The target can communicate 
normally (though anything said must be sung in a loud clear voice). This 
is a mind-affecting compulsion effect that lasts for 1d6 rounds.

29.	Wielder grows a tail. Roll to determine what type: rat [1-20%], lizard 
[21-40%], fox [41-60%], monkey [61-80%], or horse [81-100%]. This tail is 
completely vestigial and can be removed with a [I]Remove Curse[/I] spell.

30.	Target’s alignment changes to the diametrically opposed one (True 
Neutral targets change to a random alignment instead), as if it had donned 
a [I]Helm of Opposite Alignment[/I] (Will save DC 35 negates).

31.	Wielder gains the benefits of [1-33%] [I]Mirror Image[/I], [34-66%] 
[I]Displacement[/I], or [67-100%] [I]Mislead[/I] as cast by a 30th level 
caster.

32.	Wielder gains the scent ability for 1d4 hours.

33.	Rod produces: [1-33%] [I]Sound Burst[/I] spell centred on 
target or 50ft in front of the rod (Fort DC 35 partial), [34-66%] 
a [I]Shout[/I] spell originating from the rod, (Fortitude or Reflex DC 35) 
or [67-100%] a [I]Greater Shout[/I] spell originating from the rod 
(Fortitude or Reflex DC 35).
 
34.	Wielder learns targets surface thoughts (as with [I]Detect Thoughts[/I]) 
for 1d4 rounds (no save).

35.	Wielder’s nose [1-33%], lips [34-66%] or ears [67-100%] grow to 
double their normal size for 1d4 hours.

36.	The ground within a 40ft radius, centered on the target, is affected
by a [I]Spike Growth[/I] spell for 1 hour (Reflex DC 35 partial).

37.	Grass grows in 160sq. ft. area before the rod, or grass existing there 
grows to ten times normal size.

38.	[I]Gust of Wind[/I], but at windstorm force (Fortitude DC 35 negates).

39.	Target turns into [1-25%] a rat, [26-50%] a toad, [51-75%] a raven 
or [76-100%] a cat as per the [I]Baleful Polymorph[/I] spell (The DC for both 
the Fortitude and Will save is 35).

40.	[I]Iron Body[/I] on Wielder for 3d10 minutes. 

41.	Bubbles spew forth from the rod, filling a 60ft. cone. Creatures within 
the area must make a Will save (DC 30) or be fascinated for as long as the 
bubbles are present. The bubbles are otherwise normal and disperse within 
1d3 rounds (or 1 round if subjected to a gust of wind spell).

42.	Target [50%] or Wielder [50%] changes sex. This effect can only be 
reversed by a [I]Miracle[/I] or [I]Wish[/I] spell.

43.	[I]Blight[/I] on all plants and plant creatures within a 20ft radius of 
the wielder (Fortitude DC 35 half for plant creatures).

44.	Heavy rain falls for 1 round in 60ft. radius centred on wielder.

45.	[I]Mass Charm Monster[/I] affects target and all within 30ft. A 
Will save DC 35 negates this effect which otherwise lasts for 10 minutes.

46.	Wielder automatically passes next saving throw if made within 10 rounds.

47.	Target [50%] or Wielder [50%] is affected by either a [I]Reduce Person[/I]
spell [50%] or an [I]Enlarge Person[/I] spell, regardless of creature type (no save). 
This effect is permanent and can only be reversed with a successful [I]Break 
Enchantment[/I] spell against DC 30.

48.	Target takes 4 points of ability damage to a random ability score. 
These points are transferred to the wielder own score as a temporary bonus 
that disappears after 1d8 hours. The target’s ability score damage can be 
healed via normal means and naturaly returns at the rate of 1 point per day. 
There is a 25% chance that the transfer flows the other way, from wielder 
to target.

49.	Leaves grow from the target if within 60ft. of the rod. 
These last for 24 hours.

50.	Target is utterly destroyed, as if it had come in contact with a 
[I]Sphere of Annihilation[/I].

51.	[I]Phantasmal Killer[/I] at target if within 30ft. of the rod. If the 
target fails both saves, each DC 30, it suffers the effect of a [I]Soul Bind[/I]
spell with no save and the rod itself serves as the receptacle. The rod 
can only hold one soul at a time and should a second soul be absorbed, 
the first is immidiately set free.

52.	Turn ethereal any nonliving object of up to 10,000 lbs mass and up 
to 300 cu. ft. in size.

53.	Rod produces: [1-33%] [I]Ray of Frost, 1d3 damage (Reflex DC 35 half), 
[34-66%] [I]Cone of Cold[/I], 15d6 damage (Reflex DC 35 half), or [67-100%] 
[I]Polar Ray[/I], 25d6 damage (Reflex DC 35 half). Unlike the actual spells, the 
[I]Ray of Frost[/I] and the [I]Polar Ray[/I] are actually 60 ft lines that allows 
a reflex save for half damage.
 
54.	A [I]Mind Fog[/I] spell appears in a 20ft radius centred on the target 
(Will DC 40 negates).

55.	Rod produces: [1-33%] [I]Shocking Grasp[/I], 5d6 damage (Fortitude 
DC 35 half), [34-66%] [I]Lighting Bolt[/I] aimed at target, 10d6 damage 
(Reflex DC 35 half), or [67-100%] [I]Chain Lightning[/I] aimed at target, 
20d6 damage (Reflex DC 35 half). Unlike a regular [I]Shocking Grasp[/I] spell, 
this is not a touch attack and automatically affects the target though it may 
make a Fortitude save for half damage. The secondary targets of the [I]Chain
Lightning[/I] spell are determined randomly among all creatures within 30ft. 
of the target. 

56.	All copper pieces carried by the wielder (including those within 
extradimensional spaces and the like), are turned into gold pieces. 
There is a 50% chance that this effect will instead turn the wielder’s 
gold pieces into copper ones.

57.	[I]Wail of the Banshee[/I] centred on the target if within 40ft of 
the rod (Fortitude DC 30 negates).

58.	Rod produces: [1-33%] [I]Colour Spray[/I] (Will DC 35 negates), 
[34-66%] [I]Scintillating Pattern[/I], or [67-100%] [I]Prismatic Spray[/I]
(Fortitude, Reflex, Will DC 35). The point of origin for these spells is the rod. 

59.	Target [50%] or Wielder [50%] becomes incorporeal for 10 rounds.

60.	Target affected by [I]Dominate Monster[/I] (as if cast by the wielder) 
for 1d4 rounds (no save).

61.	Rod produces: [1-33%] a [I]Summon Swarm[/I] spell, [34-66%] an 
[I]Insect Plague[/I] spell, or [67-100%] a [I]Creeping Doom[/I] spell. Swarms 
summoned by these spells occupy the target’s space first or 20ft. in front of 
the wielder and then as many adjacent spaces as they can. There is a 25% 
chance that the rod produces, instead of these spells, a stream of 1200 
large butterflies that flutter around for 1d4+2 rounds, blinding everyone 
within 60ft. unless they succeed a DC 35 Reflex save. 

62.	An illusion (as per the [I]Major Image[/I] spell) of either diminuative, 
multicoloured birds [50%] or stars [50%] fly around the wielder’s head for 
1d4 rounds.
 
63.	Target [50%] or Wielder [50%] is affected by either a [I]Slow[/I] 
spell [50%] or a [I]Haste[/I] spell for 10 rounds (no save).

64.	Roll twice. The first roll indicates what effect occurs while the 
second roll indicates what effect the wielder believes occurs for 1 round.

65.	Wielder affected by a [I]Tenser’s Transformation[/I] Spell for 
2d12 rounds.

66.	Target becomes blind [50%] or deaf [50%] permanently if within 
60ft of the rod.

67.	Target is affected by a [I]Maze[/I] spell unless it succeeds a 
DC 35 Will save.

68.	[I]Reverse Gravity[/I] in a 40ft. radius cylinder 60ft. high. This area 
is centred on the target if it is within 60ft otherwise it is centred on the 
wielder. Creatures capable of making a saving throw can do so at DC 35. 
This effect lasts for 1d4+2 rounds.

69.	Wielder is treated as having [I]Spell Immunity[/I] towards the 
next spell she is subjected to, even if it is a spell that would not normally 
be subject to [I]Spell Immunity[/I] (such as those that are higher than 
4th level or don’t allow for Spell Resistance). If this effect is not used 
within the next 10 rounds, it is wasted.

70.	Target immediately contracts a random disease if within 60ft 
of the rod. Unlike regular situations, there is no saving throw to avoid 
the disease and the incubation period is instantaneous. Afterward, the 
target may make Fortitude saves as normal to resist the disease.

71.	Rod produces: [1-33%] [I]Acid Splash[/I], 1d3 damage 
(Fortitude DC 35 half), [34-66%] [I]Melf’s Acid Arrow[/I], 2d4 
damage per round for 6 rounds (Fortitude DC 35 half), or [67-100%] 
[I]Acid Fog[/I] centred on target. Unlike a regular [I]Acid Splash[/I]
and [I]Melf’s Acid Arrow[/I] spells, these are not touch attacks and 
automatically affect the target though it may make a Fortitude save 
for half damage.

72.	The rod summons, as the [I]Summon Monster[/I] spells, an Old 
Dragon of a random colour; [1-10%] black, [11-20%] brass, [21-30%] 
blue, [31-40%] bronze, [41-50%] green, [51-60%] copper, [61-70%] 
red, [71-80%] gold, [81-90%] white, [91-100%] silver. The dragon serves 
the wielder of the rod faithfully, despite any differences in alignment, and 
vanishes after 1d3 rounds. There is a 20% chance that a psuedodragon 
is summoned instead.

73.	All ground within 40ft of the rod is affected by a [I]Transmute 
Rock to Mud[/I] spell.

74.	Fish [1-25%], Snakes [26-50%], Toads [51-75%] or Flowers 
[76-100%] rain from the sky in an 80ft radius centred on the wielder 
for 1d4+1 rounds. All except the flowers deal 1d3 points of nonlethal 
damage per round of exposure.
 
75.	Wielder [50%] or Target [50%] is treated as having drawn one 
card from a [I]Deck of Many Things[/I].

76.	Wielder gains the benefit of either [50%] [I]Greater Invisibility[/I]
for 30 rounds, or [50%] [I]Invisibility Purge[/I] in a 150ft. radius for 
30 minutes.

77.	Target becomes panicked for 1d10 rounds (Will save 35 negates). 
This is a Mind-Affecting, Fear effect.

78.	Up to 30 small objects within 60ft. of the wielder are animated, 
as per the [I]Animate Objects[/I] spell, for 3d8 rounds. There is a 20% 
chance the objects will be uncontrolled, attacking every creature in the 
area (including the wielder).

79.	Wielder gains resistance 30 to one type of energy for 2d4+2 
minutes. Roll to determine which energy type; [1-20%] acid, [21-40%] 
cold, [41-60%] electricity, [61-80%] fire, [81-100%] sonic. There is a 
10% chance that instead of resistance, the wielder becomes either 
immune [50%] or vunerable [50%] to the indicated energy type instead 
for 2d4+2 rounds.

80.	Target, if within 60ft of the rod, is cursed as per the [I]Bestow 
Curse[/I] spell (no save). Roll to determine the nature of the curse; 
[1-33%] –6 to random ability score, [34-66%] –4 penalty on attack rolls, 
saves, ability checks and skill checks, [67-100%] Each turn, the target 
as a 50% chance to act normally, otherwise it takes no action. The curse 
can be removed via the normal means.

81.	All the wielder’s hair grows ten inches.

82.	Wielder gains the benefit of a [I]Time Stop[/I] spell.
 
83.	Either [1-25%] [I]Blasphemey[/I], [26-50%], [I]Dictum[/I], [51-75%]
[I]Holy Word[/I], [76-100%] [I]Word of Chaos[/I] is cast, centered on the 
target. Use the wielder’s Hit Dice to determine the effects of those affected.

84.	Rod produces an [I]Antimagic Field[/I] in a 20ft. radius centred on 
the rod for 30 rounds. There is a 50% chance that the rod produces a Wild 
Magic Zone instead.

85.	Wielder and all allies within a 40ft radius are subject to the 
[I]Inspire Greatness[/I] bardic music ability for 10 rounds.

86.	Wielder and Target switch places.

87.	All dead allies of the rod's wielder are returned to life via a 
[I]True Resurrection[/I] spell.

88.	1000 XP is transferred from the target to the wielder if it is 
within 60ft. of the rod. If losing that amount would cause the target 
to lose a level, the rod transfers the maximum amount of XP possible 
without losing a level instead. There is a 25% chance that the XP is 
transferred from wielder to target instead.

89.	The rod behaves like a [I]Bag of Tricks[/I] and produces a 
random animal 20ft. away from the wielder. Roll each time to determine 
what colour bag the rod emulates; [1-33%] gray, [34-66%] rust, 
[67-100%] tan.
 
90.	Wielder grows a set of wings and gains a fly speed of 60ft 
for 10 rounds. Roll to determine the type of wings (and flight manuverability); 
[1-20%] manticore (clumsy), [21-40%] dragonne (poor), [41-60%] gargoyle 
(average), [61-80%] pixie (good), [81-100%] solar (perfect).
 
91.	Target is affected by an [I]Energy Drain[/I] if within 30ft 
of the rod (Fortitude DC 35 to remove negative levels gained).

92.	Wielder and Target both roll randomly to determine their 
attitudes towards each other (as per the Diplomacy Skill). These 
new attitudes are a Mind-Affecting Compulsion effect that lasts 
1d4+1 rounds.

93.	Wielder is unable to communicate by any means for the 
next 1d6 rounds. Whenever the wielder attempts to do so, all 
other creatures see or hear only meaningless gibberish. The 
wielder can comprehend its own words and speech perfectly 
and in fact hears and sees all other creatures communication 
as meaningless as well. Not even tongues or similiar spells can 
defeat this barrier. The wielder can still cast spells with verbal 
components and use any magic item with a spell completion trigger 
but they cannot use any magic item activated by a command word.

94.	Rod produces an [I]Earthquake[/I] spell centred on the 
target (though the reflex save to avoid its effects is DC 35).

95.	Wielder gains 1 [I]Limited Wish[/I]. There is a 25% chance 
that the target gains the wish instead.

96.	10-40 Gems stream from the rod in a 30ft long line. These 
gems are either [50%] worth 1gp each and deal 1 point of damage 
to any creature in its path: roll 5d4 for the number of hits and divide 
among the available targets, or [50%] worth 1000gp each and deal 
10 points of damage to any creature in its path: roll 3d10 for the number 
of hits and divide among the available targets. The gems are otherwise 
identical, though an Appraise check DC 40 will correctly identify their value.

97.	Wielder is restored as if having 8 hours of rest. This includes 
regaining hit points equal to its level or HD, as well as recouperating 
any spent spells, spell slots or abilities with a set usage per day.

98.	[I]Faerie Fire[/I] surrounds the target.

99.	Target [50%] or Wielder [50%] changes colour. The subject’s 
hair, eyes, teeth, nails and skin all turn various shades of the same 
colour, determined randomly; [1-10%] red, [11-20%] blue, [21-30%] 
yellow, [31-40%] green, [41-50%] purple, [51-60%] brown, [61-70%] 
pink, [71-80%] black, [81-90%] orange, [91-100%] white. This change 
is permanent and no mortal magic short of [I]Miracle[/I] or [I]Wish[/I]
can undo it and even then, these spells have a 50% chance of failure.

100.	 Roll Twice. If this result comes up again, continue to roll twice 
in its place. All results happen simultaneously.

          Major Enchantment; CL 30; Craft Rod, Craft Epic Rod, [I]Confusion[/I], 
[I]Insantiy[/I], [I]Wish[/I], creator must be chaotic; Price ?,???,???gp.


So my last question, other than any comments of course, is what would you expect to pay for such a thing?

J from Three Haligonians

[/code]
 
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