Rod of Wonder

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. The rod draws power from outside itself, enough for it to be used once for each 24 hours it's been absorbing magical energies, and can store up to 3 charges. It can still be used after it's charges have been depleted, though the rod will draw the energy it needs to perform from the user himself, causing the user to be staggered for 24 hours. If already staggered the user does not have enough energy to power the rod. Typical powers of the rod include the following:
d% 	
01—05 	Target affected by slow for 10 rounds (Will DC 15 negates).
06—10 	Faerie fire surrounds the target.
11—15 	Deludes the wielder for 1 round into believing the rod functions as indicated by a second die roll (no save).
16—20 	Gust of wind, but at windstorm force (Fortitude DC 14 negates).
21—25 	Wielder learns the target's surface thoughts (as with detect thoughts) for 1d4 rounds (no save).
26—30 	Stinking cloud appears at 30-foot range (Fortitude DC 15 negates).
31—33 	Heavy rain falls for 1 round in 60-foot radius centered on the rod wielder.
34—36 	Summons an animal—a rhino (01—25 on d%), elephant (26—50), or mouse (51—100).
37—46 	Lightning bolt (70 foot long, 5 foot wide), 6d6 points of damage (Reflex DC 15 half).
47—49 	A stream of 600 large butterflies pours forth and flutters around for 2 rounds, blinding everyone within 25 foot (Reflex DC 14 negates).
50—53 	Target is affected by enlarge person if within 60 feet of rod (Fortitude DC 13 negates).
54—58 	Darkness, 30-foot-diameter hemisphere, centered 30 feet away from rod.
59—62 	Grass grows in 160-square-foot area before the rod, or grass existing there grows to 10 times its normal size.
63—65 	Any nonliving object of up to 1,000 pounds of mass and up to 30 cubic feet in size turns ethereal.
66—69 	Reduce wielder two size categories (no save) for 1 day
70—79 	Fireball at target or 100 feet straight ahead, 6d6 points of damage (Reflex DC 15 half).
80—84 	Invisibility covers the rod's wielder.
85—87 	Leaves grow from the target if within 60 feet of the rod. These last 24 hours.
88—90 	10—40 gems, value 1 gp each, shoot forth in a 30-foot-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—95 	Shimmering colors dance and play over a 40-foot-by-30-foot area in front of rod. Creatures therein are blinded for 1d6 rounds (Fortitude DC 15 negates).
96—97 	Wielder (50% chance) or the target (50% chance) turns permanently blue, green, or purple (no save).
98—100	Flesh to stone (or stone to flesh if the target is stone already) if the target is within 60 feet (Fortitude DC 18 negates).
Category:Object
Category:T1
Category:Pre-Season
Category:Season 2
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