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Epic Level Rod of Wonder
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<blockquote data-quote="Jaerom Darkwind" data-source="post: 2666875" data-attributes="member: 20059"><p><strong>Dire Rod of Wonder:</strong> A <em>dire rod of wonder</em> 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.</p><p></p><p>[code] d% WONDROUS EFFECT </p><p>----- ------------------------------- </p><p>01-05 Target’s alignment changes to the one diametrically opposed (such as LG to</p><p> CE) if within 30 ft. of rod (Will D” 25 negates). TN characters instead are </p><p> merely -confused- for 2d6 rounds (DC 19). </p><p>06-10 -Otto’s irresistable dance- on target for 2d4 rounds if within 60 ft. of rod </p><p> (DC 23). </p><p>10-13 -Maze- on target (DC 23) if within 30 ft. of rod. </p><p>14-20 Target is -cursed- if within 60 ft. of rod (DC 19). Choose a random curse by </p><p> rolling 1d3 and consulting the -bestow curse- spell. </p><p>21-24 -Moment of prescience- on target if within 60 ft. of rod (DC 23). </p><p>25-27 Summons an outsider—a Balor (1-25 on d%), a Pit Fiend (26-50), or a </p><p> Lantern Archon (51-100). The outsider attacks the target for 2d6 rounds, or </p><p> until one of them dies. </p><p>28-31 Transfers 1 000 XP from target to wielder in within 60 ft. of rod (no save). If </p><p> this would cause the target to lose a level, the rod transfers the maximum </p><p> number possible without removing the level. </p><p>32-36 10-40 gems, value 1 000 gp each, shoot forth in a 30-foot-long stream. Each </p><p> gem deals 1d10 points of damage to any creature in its path: Roll 3d10 for </p><p> the number of hits and divide them among the available targets. </p><p>37-40 -Feeblemind- on target if within 60 ft. of rod (DC 20). </p><p>41-44 Transfers 1 000 XP from wilder to target in within 60 ft. of rod (no save). If </p><p> this would cause the wielder to lose a level, the rod transfers the maximum </p><p> number possible without removing the level. </p><p>45-51 A magic weapon appears in the hand or equivalent member of the target if </p><p> within 30 ft. of rod as if summoned by the -call weaponry- power (manifester </p><p> level 20th). The weapon that appears is the same type as the target’s </p><p> favored weapon, if it has one, or of any weapon with which the target is </p><p> proficient. </p><p>52-57 -Scintillating pattern- in front of rod (DC 23) for 1d6 rounds. </p><p>58-59 Target (50% chance) or wielder (50% chance) recieves 1 -limited wish-. Time </p><p> pauses while the wish is made. </p><p>60-64 -Mass charm monster- against all within 30 ft. of target (DC 23). </p><p>65-70 All items carried or worn by the target are teleported 5d20 feet in a random </p><p> direction, leaving it naked and unarmed (no save). To generate direction </p><p> randomly, roll 1d8 and count clockwise around the compass, starting with </p><p> south. </p><p>71-73 -Phantasmal killer- at target if within 30 ft. of rod (DC 24). If the target fails its </p><p> saves, it suffers from a -soul bind- spell (no save). </p><p>74-77 Target gains a +4 enhancement bonus to a random ability score for 24 hours. </p><p> To determine which ability score is affected, roll 1d6 and move downwards </p><p> from Strength. </p><p>78-81 -Reverse gravity- in a 30-ft.-radius cylinder in front of rod for 1d4 rounds. </p><p>82-83 -Mordenkainen’s disjunction- against target only (DC 24, caster level 20th) if </p><p> within 40 ft. of rod. Unlike normal -Mordenkainen’s disjunction,- this effect </p><p> cannot affect artifacts or antimagic fields. </p><p>84-92 -Prismatic spray- beginning at rod (DC 22). </p><p>93-98 Deludes wielder into believing the rod functions as indicated by a second die </p><p> roll (no save). </p><p>99-00 Target’s soul is absorbed into the rod as with a [i]trap the soul[/i] spell </p><p> (DC 23). Each time the rod is used, a trapped sould has a 5% chance of </p><p> escaping. When another soul is abosrbed into the rod, all souls trapped </p><p> inside are 80% likely to escape. [/code]</p><p>Strong enchantment; CL 18th; Craft Rod, <em>insanity, wish,</em> creator must be chaotic; Price</p></blockquote><p></p>
[QUOTE="Jaerom Darkwind, post: 2666875, member: 20059"] [b]Dire Rod of Wonder:[/b] A [i]dire rod of wonder[/i] 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. [/code] Strong enchantment; CL 18th; Craft Rod, [i]insanity, wish,[/i] creator must be chaotic; Price [/QUOTE]
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