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Rod of wonder

(Dungeon Master's Guide v.3.5, page 237)

Price (Item Level): 12,000 gp (13th)
Body Slot: — (held)
Caster Level: 10th
Aura: Moderate; (DC 20) enchantment
Activation: Standard (command)
Weight: 5 lb.

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.

Wondrous Effect
01-05Slow creature pointed at for 10 rounds (Will DC 15 negates).
06-10Faerie fire surrounds the target.
11-15Deludes wielder for 1 round into believing the rod functions as indicated by a second die roll (no save).
16-20Gust of wind, but at windstorm force (Fortitude DC 14 negates).
21-25Wielder learns target’s surface thoughts (as with detect thoughts) for 1d4 rounds (no save).
26-30Stinking cloud at 30-ft. range (Fortitude DC 15 negates).
31-33Heavy rain falls for 1 round in 60-ft. radius centered on rod wielder.
34-36Summon an animal—a rhino (01-25 on d%), elephant (26-50), or mouse (51-100).
37-46Lightning bolt (70 ft. long, 5 ft. wide), 6d6 damage (Reflex DC 15 half).
47-49Stream of 600 large butterflies pours forth and flutters around for 2 rounds, blinding everyone (including wielder) within 25 ft. (Reflex DC 14 negates).
50-53Enlarge person if within 60 ft. of rod (Fortitude DC 13 negates).
54-58Darkness, 30-ft.-diameter hemisphere, centered 30 ft. away from rod.
59-62Grass grows in 160-sq.-ft. area before the rod, or grass existing there grows to ten times normal size.
63-65Turn ethereal any nonliving object of up to 1,000 lb. mass and up to 30 cu. ft. in size.
66-69Reduce wielder to 1/12 height (no save).
70-79Fireball at target or 100 ft. straight ahead, 6d6 damage (Reflex DC 15 half).
80-84Invisibility covers rod wielder.
85-87Leaves grow from target if within 60 ft. of rod. These last 24 hours.
88-9010-40 gems, value 1 gp each, shoot forth in a 30-ft.-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.
91-95Shimmering colors dance and play over a 40-ft.-by-30-ft. area in front of rod. Creatures therein are blinded for 1d6 rounds (Fortitude DC 15 negates).
96-97Wielder (50% chance) or target (50% chance) turns permanently blue, green, or purple (no save).
98-100Flesh to stone (or stone to flesh if target is stone already) if target is within 60 ft. (Fortitude DC 18 negates).


Prerequisites: Craft Rod, confusion, creator must be chaotic.
Cost to Create: 6,000 gp, 480 XP, 12 days.