Rod of Wonder effect duration

Jack Simth

First Post
For refference, The Rod of Wonder:

What's the duration on the effects where it isn't called out?

For instance, a roll of 67 on the sample Rod of Wonder leaves the rod user at 1/12 of his previous height. It's not specifically called out as a spell effect (although that particular version of the Rod sends you to spells by related names) unlike a roll of 24, which specifies that it is as Detect Thoughts, except for the utter lack of a save, single-target nature, and random duration.

Thoughts?
 

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I've always assumed that, unless otherwise stated, RoW effects are of Instantaneous duration. Seems fitting for so chaotic a rod.
 

Okay - so a Rogue rolls an 82. He's now invisible - if it's Instant, then, well... it can't be dispelled. 5% chance per use of become a theif that's extremely difficult to catch. Spellcaster rolls a 67, and is reduced by three and a half size categories - that 5'6" wizard is now 5.5 inches tall. That ups his Ranged Touch attack roll by +3 or +4, as well as increasing his Touch AC by +3 or +4. Oh, and he can now ride his Hawk, Raven, or other flying familiar. A simple casting of Unseen Servant, and some Handle Animal checks (granted, not a class skill) to keep a beast of burden in line, and he's got a sudden nifty game mechanics advantage (especially if most magic items resize enough to fit properly).

As most of the listed effects are harmless in a practice environment, there's very little (other than DM annoyance at abuse of the item) stopping this kind of munchkinism.....

Of course, if they AREN'T instant, then there's no particular drawbacks for when that Wizard decides to just Zap, Zap, Zap away, and collect the eventual gems.
 


Tiberius said:
I've always assumed that, unless otherwise stated, RoW effects are of Instantaneous duration. Seems fitting for so chaotic a rod.
I'm gonna second this one, but I think I saw somewhere (maybe on WotC site) a way to generate random durations for this as well.
 


Jack Simth said:
(valid points)

Ah, this is what happens when I try to post on too little sleep. I had forgotten that the rod had comparatively few effects that were not tied to a spell effect. I'd consider effects that invoke a particular italicized spell (e.g. Enlarge Person within 60' of the rod, Invisibility covers the wielder, Reduce the caster to 1/12 size, etc.) to have durations equivalent to the appropriate spell cast at the rod's caster level, but other effects (e.g. the grass growing one, or the gems, the animal summoning, turning nonliving matter etherial) to be instantaneous, unless otherwise noted.
 

Oh, don't get me wrong - it's abuseable either way.

If the Invisibility and the Shrinkage wears off after 10 minutes, then there's no problem with having a minion sit there and Zap, Zap, Zap all the live long day. He'll change colors, but that's called out as a Permanent effect, and is thus dispellable. The grass can be mowed. The Rhino and Elephant can be killed for the meat. Targetting a distant, in a controlled practice environment, most of the effects have no particular meaning. Of those that do, none are particularly harmful - and the gems average 25 gp in value each time they come up. With a 3% chance of gem-invoking, every ten minutes of zapping nets 75 gp (on average). An hour of zappage would average 450 gp in gems. As the Rod only costs 12,000 gp market, you need 26 hours, forty minutes of zapping to recoup your market costs (on average). After that, nothing but profit. Sure, your zapper will be plaid (blue, green, and purple), but as it's called out as a Permanent effect, it can be eliminated.

If the Invisiblity and the Shrinkage don't wear off, then there's no problem with having a spellcaster sit there and Zap, Zap, Zap until one or both of the two come up - really, really nifty buffs that never go away! Perfect!
 

I would also give them 10 minutes duration, as the similar spells.

And if you want to prevent gem-abuse, just have them disappear after 10 rounds.

Bye
Thanee
 


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