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Roll Spell Effect 01-03 Slow target as the spell for 10 rounds (Will DC 15 negates) 04-07 Faerie Fire surrounds the target 08-10 Deludes wielder for 1 round into believing the rod functions as indicated by a second die roll (no save) 11-13 A 30 ft diameter, 10 ft deep hole opens under target up to 60 ft from the caster (or at max range if target is out of range). Anyone caught in the area takes 1d6 falling damage. (Ref DC 16 avoids falling into hole) 14-16 Mage Armor is cast on the wielder (5 hr duration) 17-19 Up to 1d6 “sticks” (staffs, bows, arrows, bolts, loose fauna, etc.) within a 30’ diameter of the caster are animated (either randomly by the DM or centered on the wielder) as a “Sticks to Snakes” spell. Any appropriate “sticks” from 1’ – 2’ animate into small vipers. Larger “sticks” from 3’ – 6’ animate into medium constrictors (see page 279 in the MM) All snakes will last for 1d6 rounds and will attack the wielder’s target automatically. If no target was specified, they will attack the wielder. The wielder does not have any control over the snakes after they are summoned. If killed or otherwise destroyed (even via magical means such as disintegration) and at spell end, the snakes revert to their previous items unharmed in the square the snake was last. If the item is in the possession of a character, the character receives a DC 13 Will save to negate the effect for each stick. 20-22 Gust of wind, but at windstorm force; page 95 DMG (Fort DC 14 negates) 23-25 Wielder learns target's surface thoughts (as with detect thoughts) for 1d4 rounds (no save) 26-29 A Stinking Cloud is centered on the target up to 100 ft. from the caster (or at max range if target is out of range).(Fort DC 15 negates) 30-32 Heavy rain falls for 1 round in 60-ft radius centered on rod wielder. (if the wielder is inside, it will rain inside as well) 33-35 Summon Monster (see table) - You always summon one monster of the same level as the spell level (determined randomly per the charts in the spell description or by DM's choice)
01-35 Summon Monster I
36-63 Summon Monster II
64-82 Summon Monster III
83-92 Summon Monster IV
93-99 Summon Monster V
00 Summon Monster IV 36-40 Lightning bolt (70 ft long, 5 ft wide) 6d6 damage (Ref DC 15 half) 41-43 Invisibility covers rod wielder (if wielding the rod would have made wielder visible, wielder remains invisible) 44-46 Target immediately polymorphs into a random race (use the reincarnation chart on pg 270 in the PHB) for 2d4 weeks. If the target polymorphs into its own race, there is no effect. 47-49 Caster is able to cast bestow Enlarge Person or Reduce Person on one creature within 90 ft. (Fort DC 14 negates) 50-52 A 30-ft diameter globe of Darkness is cast in the area of the target up to 60 ft. from the caster (or at max range if target is out of range). 53 A Kobold Zombie (same as pg 266 in the MM, but with 32 hp) digs itself up from the ground 15 ft in front of the wielder and attacks the closest living creature. The zombie will continue attacking until destroyed or all living creatures are dead. 54 Roll two effects – both occur – ignore additional rolls of 54 55-57 Grass grows in 180 sq ft (6 x 6 squares) area in front of the wielder, or grass existing there grows to ten times normal size 58-60 Turn ethereal any nonliving object of up to 1,000 lb. mass and up to 30 cubic ft in size 61-64 All of the wielder’s (50%) or target’s (50%) items not grasped empty into currently occupied square. Clothes are still worn, but all pouches and bags are emptied even if they are fastened. Vials are not emptied but weapons and ammo will fall from sheathes. It takes 2d4 rounds to accumulate one’s possessions. 65-68 An oversized, shrieking Fireball bellows towards the target (or in a straight line 100 ft ahead of wielder if no target is indicated) doing 6d6 damage (Reflex DC 15 half) 69-70 Leaves grow from target if within 60 ft of rod. Effect lasts 24 hrs 71-72 An Apparatus of Kwalish (description on pg 247 of the DMG) is summoned to the location of the wielder and with him inside. Any creatures occupying the squares the Apparatus of Kwalish now inhabits is pushed back to empty squares. The wielder understands fully how to operate the Apparatus of Kwalish and is able to attack and move each round. It lasts for 2d4 minutes or until destroyed. 73-74 10-40 gems (1g 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. 75-77 Shimmering colors dance and play over a 40 ft by 30 ft area in front of rod. Creatures therein are blinded for 1d6 rounds (Fort DC 15 negates) 78-79 Wielder (50%) or target (50%) turns permanently blue, green, or purple (no save) 80-81 Flesh to stone (or stone to flesh if target is stone already) if target is within 150 ft of wielder (Fort DC 18 negates) 82-83 Wielder physically switches places with the target (including all equipment, clothing, spell effects, etc.) 84-85 Wielder (50%) or target (50%) levitates (per the spell) 10 ft per round for 2d6 rounds (and immediately falls afterwards) 86-87 Ray of Enfeeblement is cast on the target 88-90 Wielder is bestowed with Cure Moderate Wounds (2d8 +5) 91-93 Blink (5 rounds) is cast on the wielder 92-95 All portals and containers with a locking mechanism within 45 ft (windows, doors, chests, gates, satchels with latches, etc.) are locked with an Arcane Lock spell 96-98 All party members within 30 ft are benefited with a Haste spell (5 rounds) 99 Wielder becomes double-joined (in all joints) for 1d6 days and receives +4 to opposed grapple checks and +1 to Dex and Ref saves (no save) 00 Wielder's head grows two times the size of normal for 1d6 days and receives -1 to Ref checks and Dex-based skill checks due to "top-heaviness" for the first 24 hours (no save)
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