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Epic Level Rod of Wonder
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<blockquote data-quote="Three_Haligonians" data-source="post: 2685661" data-attributes="member: 19546"><p><strong>Made our own!</strong></p><p></p><p>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!</p><p></p><p>Here it is!</p><p></p><p>[code]</p><p>[U]The Rod of Epic Wonder[/U]</p><p></p><p> A Rod of Epic Wonder is an extremley potent, and unpredictable, </p><p>magic item. Like its lesser counterpart, the rod creates a random, </p><p>sometimes bizarre, effect each time it is used (activating the rod is a </p><p>standard action) however, the effects generated are much more varied </p><p>and powerful. Legends claim the rod was built by a powerful wild mage, </p><p>and that its creation cost her her sanity, although there are others that </p><p>claim she was already quite insane to begin with.</p><p></p><p>Each time the rod is activated, roll on the following chart to determine</p><p>its effect:</p><p></p><p>1. Target, if within 30ft of the rod, is affected by [1-33%] Power Word </p><p>Blind , Power Word Stun [34-66%], or Power Word Kill [67-100%].</p><p></p><p>2. Rod emits a [I]Waves of Exhaustion[/I].</p><p></p><p>3. All topography in an 80ft. radius, centred on the rod, changes. </p><p>All regular ground becomes light debris (undergrowth, rubble, scree or </p><p>other as dictated by the terrain). All light debris becomes heavy debris </p><p>and all heavy debris becomes regular ground. In addition, all gradual </p><p>slopes become steep and all steep slopes become gradual. Finally, </p><p>shallow ponds, pools, bogs and other hazards become deep and deep </p><p>ones become shallow.</p><p></p><p>4. Target changes age if within 30ft of the rod. Roll to </p><p>determine new age category: Starting Age [1-25%], Middle </p><p>Age [26-50%], Old Age [51-75%], or Venerable Age [76-100%]. </p><p>A [I]Break Enchantment[/I] spell will end this effect if it succeeds </p><p>a DC 30 caster level check.</p><p></p><p>5. Rod produces: [1-33%] [I]burning hands[/I] originating from rod, </p><p>5d4 damage (Reflex DC 35 half), [34-66%] [I]fireball[/I] at target or 100 </p><p>feet ahead of the rod, 10d6 damage (Reflex DC 35 half), or [67-100%] </p><p>[I]meteor swarm[/I] at target or 200 feet ahead of the rod (Reflex DC 35 half). </p><p></p><p>6. Rod produces: [1-33%] [I]obscuring mist[/I], [34-66%] [I]stinking cloud[/I] </p><p>(Fortitude DC 35 negates), or [67-100%] [I]cloudkill[/I] (Fortitude DC 35 partial). </p><p></p><p>7. [I]Mordenkainen’s Disjunction[/I] centered on the target if within 60ft of </p><p>the rod. All magical effects and magic itmes within the area must make a Will </p><p>save DC 35 to avoid the effect.</p><p></p><p>8. Wielder gains a +20 insight bonus that can be applied as an immediate </p><p>action to her next skill check. If this bonus is not used within the next 10 </p><p>rounds, it is wasted.</p><p></p><p>9. Wielder gains the evasion class ability for the next 10 rounds. If the </p><p>wielder already has this ability, she gains improved evasion instead. If </p><p>the wielder already has improved evasion, she gains no benefit.</p><p></p><p>10. [I]Sunburst[/I] (Reflex DC 35 half) centered on the target if within 60ft </p><p>of the rod.</p><p> </p><p>11. Target is subject to an [I]Imprisonment[/I] (Will DC 30 negates).</p><p></p><p>12. Blood pours from the eyes, ears, nose and mouth of the target if within </p><p>30ft of the rod for 1d4+1 rounds. For each round affected in this manner, the </p><p>target takes 1 point of constitution damage. Creatures without blood, with no </p><p>Constitution score, or otherwise immune to constitution damage or blood loss </p><p>are immune to this effect.</p><p></p><p>13. Deludes wielder for 1 round into believing nothing has happened, when in </p><p>fact, an effect, determined by a second die roll, occurs.</p><p></p><p>14. [I]Flesh to Stone[/I] (or [I]Stone to Flesh[/I] if target is stone already) </p><p>if target is within 60ft of the rod (Fortitude DC 40 negates).</p><p></p><p>15. Wielder drops rod.</p><p></p><p>16. [I]Feeblemind[/I] (Will DC 30 negates) on target if within 60ft of the rod.</p><p> </p><p>17. All within a 30ft cone of the rod must make a DC 40 will save of suffer </p><p>the effects of a [I]Deep Slumber[/I] spell, regardless of Hit Dice.</p><p></p><p>18. Target is knocked prone (no save) if within 30ft of the rod.</p><p></p><p>19. [I]Otto’s Irresistible Dance[/I] on target if within 60ft of the rod. Unlike </p><p>the spell, a Will save DC 30 negates this effect.</p><p></p><p>20. All items carried or worn by the target are teleported into a neat pile </p><p>5d20 feet in a random direction leaving the target naked and unarmed.</p><p></p><p>21. All creatures within 30ft of the rod have their base saving throws </p><p>reversed (good saves become poor and vice versa). To determine the good </p><p>and poor saves of a creature, treat the good saves of all base classes the </p><p>creature has levels in as good, and all others as poor. If the creature has </p><p>no class levels, determine its good saves as per its creature type. This effect </p><p>lasts for 1d6 rounds.</p><p></p><p>22. [I]Daylight[/I] [50%] or [I]Deeper Darkness[/I] [50%] centered 30ft </p><p>away from the rod. This lasts for 10 minutes.</p><p></p><p>23. 10x10 pit opens beneath target if within 30ft of the rod. The depth of </p><p>the pit is 1d10x10 feet. A successful reflex save (DC 40) prevents falling and </p><p>moves the target to one edge of the pit (target’s choice).</p><p></p><p>24. [I]Grease[/I] covers a 20ft radius centred on the wielder for 10 rounds </p><p>(Reflex DC 40). </p><p></p><p>25. Target must make DC 35 reflex save or be struck by a force effect that </p><p>behaves in all ways like the [I]Iron Bands of Bilarro[/I]. This effect disappears </p><p>after 10 rounds or the target escapes (following the same rules as the actual </p><p>[I]Iron Bands of Bilarro[/I].)</p><p></p><p>26. Wielder and all allies within an 80ft radius receive the benefits of a </p><p>[I]Heal[/I] spell (Will DC 30 negates).</p><p></p><p>27. Wielder begins to emit a high-pitched whine. All within 20ft of </p><p>wielder suffer a –10 penalty on Listen checks. Wielder suffers a –20 </p><p>penalty to Move Silently checks. This effect lasts for 3d6 rounds.</p><p></p><p>28. Target feels compulsion to sing if within 30ft of the rod. While </p><p>under this compulsion, spellcasters (with the exception of Bards) </p><p>cannot cast spells with Verbal components. The target can communicate </p><p>normally (though anything said must be sung in a loud clear voice). This </p><p>is a mind-affecting compulsion effect that lasts for 1d6 rounds.</p><p></p><p>29. Wielder grows a tail. Roll to determine what type: rat [1-20%], lizard </p><p>[21-40%], fox [41-60%], monkey [61-80%], or horse [81-100%]. This tail is </p><p>completely vestigial and can be removed with a [I]Remove Curse[/I] spell.</p><p></p><p>30. Target’s alignment changes to the diametrically opposed one (True </p><p>Neutral targets change to a random alignment instead), as if it had donned </p><p>a [I]Helm of Opposite Alignment[/I] (Will save DC 35 negates).</p><p></p><p>31. Wielder gains the benefits of [1-33%] [I]Mirror Image[/I], [34-66%] </p><p>[I]Displacement[/I], or [67-100%] [I]Mislead[/I] as cast by a 30th level </p><p>caster.</p><p></p><p>32. Wielder gains the scent ability for 1d4 hours.</p><p></p><p>33. Rod produces: [1-33%] [I]Sound Burst[/I] spell centred on </p><p>target or 50ft in front of the rod (Fort DC 35 partial), [34-66%] </p><p>a [I]Shout[/I] spell originating from the rod, (Fortitude or Reflex DC 35) </p><p>or [67-100%] a [I]Greater Shout[/I] spell originating from the rod </p><p>(Fortitude or Reflex DC 35).</p><p> </p><p>34. Wielder learns targets surface thoughts (as with [I]Detect Thoughts[/I]) </p><p>for 1d4 rounds (no save).</p><p></p><p>35. Wielder’s nose [1-33%], lips [34-66%] or ears [67-100%] grow to </p><p>double their normal size for 1d4 hours.</p><p></p><p>36. The ground within a 40ft radius, centered on the target, is affected</p><p>by a [I]Spike Growth[/I] spell for 1 hour (Reflex DC 35 partial).</p><p></p><p>37. Grass grows in 160sq. ft. area before the rod, or grass existing there </p><p>grows to ten times normal size.</p><p></p><p>38. [I]Gust of Wind[/I], but at windstorm force (Fortitude DC 35 negates).</p><p></p><p>39. Target turns into [1-25%] a rat, [26-50%] a toad, [51-75%] a raven </p><p>or [76-100%] a cat as per the [I]Baleful Polymorph[/I] spell (The DC for both </p><p>the Fortitude and Will save is 35).</p><p></p><p>40. [I]Iron Body[/I] on Wielder for 3d10 minutes. </p><p></p><p>41. Bubbles spew forth from the rod, filling a 60ft. cone. Creatures within </p><p>the area must make a Will save (DC 30) or be fascinated for as long as the </p><p>bubbles are present. The bubbles are otherwise normal and disperse within </p><p>1d3 rounds (or 1 round if subjected to a gust of wind spell).</p><p></p><p>42. Target [50%] or Wielder [50%] changes sex. This effect can only be </p><p>reversed by a [I]Miracle[/I] or [I]Wish[/I] spell.</p><p></p><p>43. [I]Blight[/I] on all plants and plant creatures within a 20ft radius of </p><p>the wielder (Fortitude DC 35 half for plant creatures).</p><p></p><p>44. Heavy rain falls for 1 round in 60ft. radius centred on wielder.</p><p></p><p>45. [I]Mass Charm Monster[/I] affects target and all within 30ft. A </p><p>Will save DC 35 negates this effect which otherwise lasts for 10 minutes.</p><p></p><p>46. Wielder automatically passes next saving throw if made within 10 rounds.</p><p></p><p>47. Target [50%] or Wielder [50%] is affected by either a [I]Reduce Person[/I]</p><p>spell [50%] or an [I]Enlarge Person[/I] spell, regardless of creature type (no save). </p><p>This effect is permanent and can only be reversed with a successful [I]Break </p><p>Enchantment[/I] spell against DC 30.</p><p></p><p>48. Target takes 4 points of ability damage to a random ability score. </p><p>These points are transferred to the wielder own score as a temporary bonus </p><p>that disappears after 1d8 hours. The target’s ability score damage can be </p><p>healed via normal means and naturaly returns at the rate of 1 point per day. </p><p>There is a 25% chance that the transfer flows the other way, from wielder </p><p>to target.</p><p></p><p>49. Leaves grow from the target if within 60ft. of the rod. </p><p>These last for 24 hours.</p><p></p><p>50. Target is utterly destroyed, as if it had come in contact with a </p><p>[I]Sphere of Annihilation[/I].</p><p></p><p>51. [I]Phantasmal Killer[/I] at target if within 30ft. of the rod. If the </p><p>target fails both saves, each DC 30, it suffers the effect of a [I]Soul Bind[/I]</p><p>spell with no save and the rod itself serves as the receptacle. The rod </p><p>can only hold one soul at a time and should a second soul be absorbed, </p><p>the first is immidiately set free.</p><p></p><p>52. Turn ethereal any nonliving object of up to 10,000 lbs mass and up </p><p>to 300 cu. ft. in size.</p><p></p><p>53. Rod produces: [1-33%] [I]Ray of Frost, 1d3 damage (Reflex DC 35 half), </p><p>[34-66%] [I]Cone of Cold[/I], 15d6 damage (Reflex DC 35 half), or [67-100%] </p><p>[I]Polar Ray[/I], 25d6 damage (Reflex DC 35 half). Unlike the actual spells, the </p><p>[I]Ray of Frost[/I] and the [I]Polar Ray[/I] are actually 60 ft lines that allows </p><p>a reflex save for half damage.</p><p> </p><p>54. A [I]Mind Fog[/I] spell appears in a 20ft radius centred on the target </p><p>(Will DC 40 negates).</p><p></p><p>55. Rod produces: [1-33%] [I]Shocking Grasp[/I], 5d6 damage (Fortitude </p><p>DC 35 half), [34-66%] [I]Lighting Bolt[/I] aimed at target, 10d6 damage </p><p>(Reflex DC 35 half), or [67-100%] [I]Chain Lightning[/I] aimed at target, </p><p>20d6 damage (Reflex DC 35 half). Unlike a regular [I]Shocking Grasp[/I] spell, </p><p>this is not a touch attack and automatically affects the target though it may </p><p>make a Fortitude save for half damage. The secondary targets of the [I]Chain</p><p>Lightning[/I] spell are determined randomly among all creatures within 30ft. </p><p>of the target. </p><p></p><p>56. All copper pieces carried by the wielder (including those within </p><p>extradimensional spaces and the like), are turned into gold pieces. </p><p>There is a 50% chance that this effect will instead turn the wielder’s </p><p>gold pieces into copper ones.</p><p></p><p>57. [I]Wail of the Banshee[/I] centred on the target if within 40ft of </p><p>the rod (Fortitude DC 30 negates).</p><p></p><p>58. Rod produces: [1-33%] [I]Colour Spray[/I] (Will DC 35 negates), </p><p>[34-66%] [I]Scintillating Pattern[/I], or [67-100%] [I]Prismatic Spray[/I]</p><p>(Fortitude, Reflex, Will DC 35). The point of origin for these spells is the rod. </p><p></p><p>59. Target [50%] or Wielder [50%] becomes incorporeal for 10 rounds.</p><p></p><p>60. Target affected by [I]Dominate Monster[/I] (as if cast by the wielder) </p><p>for 1d4 rounds (no save).</p><p></p><p>61. Rod produces: [1-33%] a [I]Summon Swarm[/I] spell, [34-66%] an </p><p>[I]Insect Plague[/I] spell, or [67-100%] a [I]Creeping Doom[/I] spell. Swarms </p><p>summoned by these spells occupy the target’s space first or 20ft. in front of </p><p>the wielder and then as many adjacent spaces as they can. There is a 25% </p><p>chance that the rod produces, instead of these spells, a stream of 1200 </p><p>large butterflies that flutter around for 1d4+2 rounds, blinding everyone </p><p>within 60ft. unless they succeed a DC 35 Reflex save. </p><p></p><p>62. An illusion (as per the [I]Major Image[/I] spell) of either diminuative, </p><p>multicoloured birds [50%] or stars [50%] fly around the wielder’s head for </p><p>1d4 rounds.</p><p> </p><p>63. Target [50%] or Wielder [50%] is affected by either a [I]Slow[/I] </p><p>spell [50%] or a [I]Haste[/I] spell for 10 rounds (no save).</p><p></p><p>64. Roll twice. The first roll indicates what effect occurs while the </p><p>second roll indicates what effect the wielder believes occurs for 1 round.</p><p></p><p>65. Wielder affected by a [I]Tenser’s Transformation[/I] Spell for </p><p>2d12 rounds.</p><p></p><p>66. Target becomes blind [50%] or deaf [50%] permanently if within </p><p>60ft of the rod.</p><p></p><p>67. Target is affected by a [I]Maze[/I] spell unless it succeeds a </p><p>DC 35 Will save.</p><p></p><p>68. [I]Reverse Gravity[/I] in a 40ft. radius cylinder 60ft. high. This area </p><p>is centred on the target if it is within 60ft otherwise it is centred on the </p><p>wielder. Creatures capable of making a saving throw can do so at DC 35. </p><p>This effect lasts for 1d4+2 rounds.</p><p></p><p>69. Wielder is treated as having [I]Spell Immunity[/I] towards the </p><p>next spell she is subjected to, even if it is a spell that would not normally </p><p>be subject to [I]Spell Immunity[/I] (such as those that are higher than </p><p>4th level or don’t allow for Spell Resistance). If this effect is not used </p><p>within the next 10 rounds, it is wasted.</p><p></p><p>70. Target immediately contracts a random disease if within 60ft </p><p>of the rod. Unlike regular situations, there is no saving throw to avoid </p><p>the disease and the incubation period is instantaneous. Afterward, the </p><p>target may make Fortitude saves as normal to resist the disease.</p><p></p><p>71. Rod produces: [1-33%] [I]Acid Splash[/I], 1d3 damage </p><p>(Fortitude DC 35 half), [34-66%] [I]Melf’s Acid Arrow[/I], 2d4 </p><p>damage per round for 6 rounds (Fortitude DC 35 half), or [67-100%] </p><p>[I]Acid Fog[/I] centred on target. Unlike a regular [I]Acid Splash[/I]</p><p>and [I]Melf’s Acid Arrow[/I] spells, these are not touch attacks and </p><p>automatically affect the target though it may make a Fortitude save </p><p>for half damage.</p><p></p><p>72. The rod summons, as the [I]Summon Monster[/I] spells, an Old </p><p>Dragon of a random colour; [1-10%] black, [11-20%] brass, [21-30%] </p><p>blue, [31-40%] bronze, [41-50%] green, [51-60%] copper, [61-70%] </p><p>red, [71-80%] gold, [81-90%] white, [91-100%] silver. The dragon serves </p><p>the wielder of the rod faithfully, despite any differences in alignment, and </p><p>vanishes after 1d3 rounds. There is a 20% chance that a psuedodragon </p><p>is summoned instead.</p><p></p><p>73. All ground within 40ft of the rod is affected by a [I]Transmute </p><p>Rock to Mud[/I] spell.</p><p></p><p>74. Fish [1-25%], Snakes [26-50%], Toads [51-75%] or Flowers </p><p>[76-100%] rain from the sky in an 80ft radius centred on the wielder </p><p>for 1d4+1 rounds. All except the flowers deal 1d3 points of nonlethal </p><p>damage per round of exposure.</p><p> </p><p>75. Wielder [50%] or Target [50%] is treated as having drawn one </p><p>card from a [I]Deck of Many Things[/I].</p><p></p><p>76. Wielder gains the benefit of either [50%] [I]Greater Invisibility[/I]</p><p>for 30 rounds, or [50%] [I]Invisibility Purge[/I] in a 150ft. radius for </p><p>30 minutes.</p><p></p><p>77. Target becomes panicked for 1d10 rounds (Will save 35 negates). </p><p>This is a Mind-Affecting, Fear effect.</p><p></p><p>78. Up to 30 small objects within 60ft. of the wielder are animated, </p><p>as per the [I]Animate Objects[/I] spell, for 3d8 rounds. There is a 20% </p><p>chance the objects will be uncontrolled, attacking every creature in the </p><p>area (including the wielder).</p><p></p><p>79. Wielder gains resistance 30 to one type of energy for 2d4+2 </p><p>minutes. Roll to determine which energy type; [1-20%] acid, [21-40%] </p><p>cold, [41-60%] electricity, [61-80%] fire, [81-100%] sonic. There is a </p><p>10% chance that instead of resistance, the wielder becomes either </p><p>immune [50%] or vunerable [50%] to the indicated energy type instead </p><p>for 2d4+2 rounds.</p><p></p><p>80. Target, if within 60ft of the rod, is cursed as per the [I]Bestow </p><p>Curse[/I] spell (no save). Roll to determine the nature of the curse; </p><p>[1-33%] –6 to random ability score, [34-66%] –4 penalty on attack rolls, </p><p>saves, ability checks and skill checks, [67-100%] Each turn, the target </p><p>as a 50% chance to act normally, otherwise it takes no action. The curse </p><p>can be removed via the normal means.</p><p></p><p>81. All the wielder’s hair grows ten inches.</p><p></p><p>82. Wielder gains the benefit of a [I]Time Stop[/I] spell.</p><p> </p><p>83. Either [1-25%] [I]Blasphemey[/I], [26-50%], [I]Dictum[/I], [51-75%]</p><p>[I]Holy Word[/I], [76-100%] [I]Word of Chaos[/I] is cast, centered on the </p><p>target. Use the wielder’s Hit Dice to determine the effects of those affected.</p><p></p><p>84. Rod produces an [I]Antimagic Field[/I] in a 20ft. radius centred on </p><p>the rod for 30 rounds. There is a 50% chance that the rod produces a Wild </p><p>Magic Zone instead.</p><p></p><p>85. Wielder and all allies within a 40ft radius are subject to the </p><p>[I]Inspire Greatness[/I] bardic music ability for 10 rounds.</p><p></p><p>86. Wielder and Target switch places.</p><p></p><p>87. All dead allies of the rod's wielder are returned to life via a </p><p>[I]True Resurrection[/I] spell.</p><p></p><p>88. 1000 XP is transferred from the target to the wielder if it is </p><p>within 60ft. of the rod. If losing that amount would cause the target </p><p>to lose a level, the rod transfers the maximum amount of XP possible </p><p>without losing a level instead. There is a 25% chance that the XP is </p><p>transferred from wielder to target instead.</p><p></p><p>89. The rod behaves like a [I]Bag of Tricks[/I] and produces a </p><p>random animal 20ft. away from the wielder. Roll each time to determine </p><p>what colour bag the rod emulates; [1-33%] gray, [34-66%] rust, </p><p>[67-100%] tan.</p><p> </p><p>90. Wielder grows a set of wings and gains a fly speed of 60ft </p><p>for 10 rounds. Roll to determine the type of wings (and flight manuverability); </p><p>[1-20%] manticore (clumsy), [21-40%] dragonne (poor), [41-60%] gargoyle </p><p>(average), [61-80%] pixie (good), [81-100%] solar (perfect).</p><p> </p><p>91. Target is affected by an [I]Energy Drain[/I] if within 30ft </p><p>of the rod (Fortitude DC 35 to remove negative levels gained).</p><p></p><p>92. Wielder and Target both roll randomly to determine their </p><p>attitudes towards each other (as per the Diplomacy Skill). These </p><p>new attitudes are a Mind-Affecting Compulsion effect that lasts </p><p>1d4+1 rounds.</p><p></p><p>93. Wielder is unable to communicate by any means for the </p><p>next 1d6 rounds. Whenever the wielder attempts to do so, all </p><p>other creatures see or hear only meaningless gibberish. The </p><p>wielder can comprehend its own words and speech perfectly </p><p>and in fact hears and sees all other creatures communication </p><p>as meaningless as well. Not even tongues or similiar spells can </p><p>defeat this barrier. The wielder can still cast spells with verbal </p><p>components and use any magic item with a spell completion trigger </p><p>but they cannot use any magic item activated by a command word.</p><p></p><p>94. Rod produces an [I]Earthquake[/I] spell centred on the </p><p>target (though the reflex save to avoid its effects is DC 35).</p><p></p><p>95. Wielder gains 1 [I]Limited Wish[/I]. There is a 25% chance </p><p>that the target gains the wish instead.</p><p></p><p>96. 10-40 Gems stream from the rod in a 30ft long line. These </p><p>gems are either [50%] worth 1gp each and deal 1 point of damage </p><p>to any creature in its path: roll 5d4 for the number of hits and divide </p><p>among the available targets, or [50%] worth 1000gp each and deal </p><p>10 points of damage to any creature in its path: roll 3d10 for the number </p><p>of hits and divide among the available targets. The gems are otherwise </p><p>identical, though an Appraise check DC 40 will correctly identify their value.</p><p></p><p>97. Wielder is restored as if having 8 hours of rest. This includes </p><p>regaining hit points equal to its level or HD, as well as recouperating </p><p>any spent spells, spell slots or abilities with a set usage per day.</p><p></p><p>98. [I]Faerie Fire[/I] surrounds the target.</p><p></p><p>99. Target [50%] or Wielder [50%] changes colour. The subject’s </p><p>hair, eyes, teeth, nails and skin all turn various shades of the same </p><p>colour, determined randomly; [1-10%] red, [11-20%] blue, [21-30%] </p><p>yellow, [31-40%] green, [41-50%] purple, [51-60%] brown, [61-70%] </p><p>pink, [71-80%] black, [81-90%] orange, [91-100%] white. This change </p><p>is permanent and no mortal magic short of [I]Miracle[/I] or [I]Wish[/I]</p><p>can undo it and even then, these spells have a 50% chance of failure.</p><p></p><p>100. Roll Twice. If this result comes up again, continue to roll twice </p><p>in its place. All results happen simultaneously.</p><p></p><p> Major Enchantment; CL 30; Craft Rod, Craft Epic Rod, [I]Confusion[/I], </p><p>[I]Insantiy[/I], [I]Wish[/I], creator must be chaotic; Price ?,???,???gp.</p><p></p><p>[/code]</p><p></p><p></p><p>So my last question, other than any comments of course, is what would you expect to pay for such a thing?</p><p></p><p>J from Three Haligonians</p><p></p><p>[/code]</p></blockquote><p></p>
[QUOTE="Three_Haligonians, post: 2685661, member: 19546"] [b]Made our own![/b] 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. [/code] 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] [/QUOTE]
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