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View Full Version : Expanding the Rod of Wonder [ideas wanted]



Gralamin
2008-02-10, 01:40 AM
I like the Rod of Wonder, it is wacky and fun after all. However I want more uses, so this thread is to generate ideas for the concept. My goal is currently 1000.

Any posts that are not properly ordered will be ignored, with the exception of ninja'd posts with overlapping numbers.

#1 - #22: Standard Rod of Wonder effects
#23: Reroll twice; Use both rolled effects, ignoring effects that cause rerolls (The effect is wasted).
#24: Reroll thrice; Use both rolled effects, ignoring effects that cause rerolls (The effect is wasted).
#25: Reroll four times; Use both rolled effects, ignoring effects that cause rerolls (The effect is wasted).
#26: Reroll five times; Use both rolled effects, ignoring effects that cause rerolls (The effect is wasted).
#27: Reroll six times; Use both rolled effects, ignoring effects that cause rerolls (The effect is wasted).
#28: Reroll seven times; Use both rolled effects, ignoring effects that cause rerolls (The effect is wasted).
#29: Reroll eight times; Use both rolled effects, ignoring effects that cause rerolls (The effect is wasted).
#30: Reroll nine times; Use both rolled effects, ignoring effects that cause rerolls (The effect is wasted).
#31: Reroll 10 times; Use both rolled effects, ignoring effects that cause rerolls (The effect is wasted).
#32: Reroll once. If you get this result a second time reroll again. If you get this roll a third time a Mordenkainen's Disjunction magical effect happens with a radius of 1 mile.
#33: You turn a random color (DM's choice)
#34: Target creature turns a random color (DM's choice)

Note that for #32, if I reach 1000 results, it will have a 1 in 1 billion chance of happening.

Feel free to post any ideas you may have.

Fako
2008-02-10, 03:06 AM
WoTC has already given an expanded list. They're here (http://www.wizards.com/default.asp?x=dnd/dnd/20060807a).

Personally, I replace the "Delude wielder" effect with generate a random spell effect by rolling a d10, then rolling on the appropriate scroll spell table.

Gralamin
2008-02-10, 10:27 AM
The wizards website does expand it quite a Bit... But I want to expand it even more then that. :smallbiggrin:
#35-#60 Uncommon Results from http://www.wizards.com/default.asp?x=dnd/dnd/20060807a
#61-#84 Rare Results from http://www.wizards.com/default.asp?x=dnd/dnd/20060807a

Any other crazy ideas are welcome.

SmileyX
2008-02-11, 12:44 AM
#85 The Rod creates a cake sized for a medium character in front of the target, however this cake is merely an illusion. Creatures and characters normally immune to Illusions don't recognize it as an illusion until they attempt to eat the cake, at which point they realize the cake is a lie. The cake last for 10 hours.

#86 All Zombies and Skeletons within 300ft., must break into teams and have a dance off. They all get a +20 competence bonus on all Perform(dance) checks. This effect lasts for 10 minutes.

#87 The target gets +10 bonus to Str, Dex, Con, Int, Wis, and Cha for 10 rounds, after which they take a -10 penalty to those stats for 10 rounds, this cannot double a stat or reduce it below 1.

#88 The targets pants, or another appropriate piece of clothing begins to glow, giving off light as a torch, if they have no clothing in that region, this result has no effect.

#89 All enemies of the users within 200ft., are affected by a single Magic Missile, as the spell.

#90 The target is effected by a Embrace the Dark Chaos spell.(pg.92 Fiendish Codex 1)

Icewalker
2008-02-11, 01:39 AM
#91: The target bursts into flames. This is a magical effect which creates non-magical fire.

#92: The wielder of the rod bursts into flames. This is a magical effect which creates non-magical fire.

#93: The target is sent forward in time 1d4 rounds. This effectively causes them to disappear and reappear in the same location 1d4 rounds later. If another creature or object is occupying the spot that the creature needs to appear at, then the character will appear in the closest available space.

#94: The target is affected by a cure light wounds spell, caster level equal to the caster level of the wielder of the rod.

#95: The target is affected by an inflict light wounds spell, caster level equal to the caster level of the wielder of the rod.

#96: Reroll, changing the target to the wielder of the rod.

#97: The wielder of the rod changes hair with the target, if target is of similar enough physique for that to be reasonable. This encompasses head hair or equivalent only.
(ie, your hair disappears and is replaced by their hair, growing out of your scalp, and the same happens to them)

#98: The wielder of the rod changes outfits with the target. This includes all possessions, clothing, and anything worn on the target. If any of the possessions would physically harm either affected, then the object instead appears in the nearest open space. This includes armor that is too small, piercings, arrows wounding them, that sort of thing.

#99: A 50 ft. radius centered on the wielder is permanently reduced by one temperature band.

#100: Nothing happens.

#101: A 50 ft. radius centered on the wielder is permanently increased by one temperature band.

#102: The target is afflicted by a Flesh to Ice spell (Frostburn page 94) Fortitude DC 17 negates.

#103*: One spell of the target's choice currently affecting the target functions as if affected by the Permanency spell.

#104: One spell of the wielder's choice currently affecting the target functions as if affected by the Permanency spell.

#105: One spell of the target's choice currently affecting the wielder functions as if affected by the Permanency spell.

#106: One spell of the wielder's choice currently affecting the wielder functions as if affected by the Permanency spell.

#107: The Rod of Wonder vanishes from the hand of the wielder and is replaced by a mug of frosty cool ale. The rod appears 70 feet above the ex-wielder's head, assuming there are no objects that would stop it from falling onto the aforementioned head. (A 5 lb. object falling from 70 ft. deals 1d6 falling damage. Also, hopefully, the wielder is drinking the ale at this point. :smallbiggrin: )

#108: One of the wielder's ability scores of the wielder's choice permanently decreases by one point. One of the wielder's ability scores of the target's choice increases by one point.

#109: The Rod of Wonder changes places with whatever, if any, object is being held in the wielder's other hand.

#110: The wielder loses control over their face for a short period of time. Their facial expression becomes reflective of the feelings of the target. This lasts for 1d3 days.

#111: The Rod of Wonder vanishes from the hand of the wielder and appears on the ground, apparently three times. The first two rods the wielder tries to pick up vanish into smoke when grabbed.

#112: The rod of wonder changes into a randomly rolled for scroll. When this scroll is cast, instead of the paper crumbling, it compresses and reforms into the rod of wonder again. If the scroll is destroyed, so is the rod.

#113: The rod switches places with the nearest wild animal. If there are no wild animals within 100 ft. of the wielder, there is no effect.



*: 103 through 106 seem very similar, but who is affected and who picks changes, making them quite different in effect.

Hehe...some of these are fun. I like 113. Point the rod and 'BZAMF' suddenly you are holding a rabbit, and the rod is on the ground near some chewed plants. Or perhaps if you are using it in a desert you could have a scorpion. Or a vulture. :smallamused:

Gralamin
2008-02-11, 06:52 PM
#114 The Weather returns to normal within 50 feet of the wielder.
#115 A heat wave occurs within 50 feet of the wielder.
#116 A cold snap occurs within 50 feet of the wielder.
#117 It starts snowing within 50 feet of the wielder.
#118 It starts raining within 50 feet of the wielder.
#119 A Snowstorm occurs within 50 feet of the wielder.
#120 A Thunderstorm occurs within 50 feet of the wielder.
#121 A Duststorm occurs within 50 feet of the wielder.
#122 A Blizzard occurs within 50 feet of the wielder.
#123 A Windstorm occurs within 50 feet of the wielder.
#124 A Hurricane occurs within 50 feet of the wielder.
#125 A Tornado occurs within 50 feet of the wielder.
#126 A downpour occurs within 50 feet of the wielder.
#127 The Weather returns to normal within 50 feet of the target.
#128 A heat wave occurs within 50 feet of the target.
#129 A cold snap occurs within 50 feet of the target.
#130 It starts snowing within 50 feet of the target.
#131 It starts raining within 50 feet of the target.
#132 A Snowstorm occurs within 50 feet of the target.
#133 A Thunderstorm occurs within 50 feet of the target.
#134 A Duststorm occurs within 50 feet of the target.
#135 A Blizzard occurs within 50 feet of the target.
#136 A Windstorm occurs within 50 feet of the target.
#137 A Hurricane occurs within 50 feet of the target.
#138 A Tornado occurs within 50 feet of the target.
#139 A downpour occurs within 50 feet of the target.
#140 Reroll once, if the effect has an area multiply it by 10.

GoC
2008-02-11, 07:20 PM
#141-The wielder becomes a sandwhich.
#142-The wielder gains the ability to use all cantrips as spell-like abilities usable an infinite number of time per day.
#143-The wielder becomes a psionic sandwhich capable of flying, telepathy and telekinesis (CL 20).
#144-The target and wielder switch bodies and levels/hd (essentialy becoming eachother minus their souls).
#145-The wielder becomes temporaly instable.From now until death (or the intervention of the deity of time) every time he is hit in combat (whether or not he still has the Rod of Wonder) roll a d100 and consult this table:
1-2 wielder travels forwards in time 1d10 days.
3-10 wielder is affected by TimeStop for 5 rounds.
11-49 wielder is affected by haste for 1d6 hours.
50 the wielder recieves a new rod of wonder but if he ever rolls a 50 on any d% roll he must reroll.
51-90 wielder is affected by slow for 1d6 hours.
91-98 wielder is affected by an activated Safe Time epic spell for 5 rounds.
99-100 wielder is sent 10d100 years back in time and stays there for 1d10 days returning 1d10 days after he activated the rod of wonder. The timeline is completely unaffected by his actions in the past.

Icewalker
2008-02-11, 07:25 PM
#115 A heat wave occurs within 50 feet of the wielder.
#116 A cold snap occurs within 50 feet of the wielder.

Erm...that is almost identical to the temperature band reduction, except temporary. Also, those casters need an identification of caster level. Lastly, the spell has a given distance.


To everyone: looking over, it seems that most suggestions so far including mine seem to be neutral, or countered by an identical one for the target. I think that on the whole the rod is supposed to be slightly positive. So I'm gonna add some more to that effect.


#141: Creates a 15 ft. x 15 ft. square of Blood Snow (Frostburn p15) centered on the target.
#142: The target is afflicted by the Coldfire Ruin disease (Frostburn p14). DC 20, incubation 1 day, can cause permanent ability drain, 1d8 con damage. Subject becomes Coldfire from the inside out.
#143: In a tribute to Darths and Droids, Summon Bigger Fish (http://www.irregularwebcomic.net/darthsanddroids/episodes/0033.html). Summons a Cachelot whale 15 feet above the target's head. The falling object damage from this creature deals 20d6 damage. Reflex save DC 15 for half.
#144: Summons an estimated bucketful of water onto the head of the target, lightly soaking them.
#145: Summons an estimated bucketful of acid onto the head of the target, lightly soaking them...in acid. This deals 3d6 damage.
#146: Teleports target 1d10x10 feet in a random direction: roll a d10, 1-8 are the standard eight directions, 1 being north, 2 being northeast, 3 being east, etc. 9 is up 1d10x10 feet, and 10 is in a random direction (1-8) 1d10x100 feet.
#147: Shunts the target to the ethereal plane for 2d6+1 rounds.

Gralamin
2008-02-11, 08:03 PM
Erm...that is almost identical to the temperature band reduction, except temporary. Also, those casters need an identification of caster level. Lastly, the spell has a given distance.
Ah sorry about that, I'm not familiar with Temperature Bands. I'm assuming that is in Sandstorm/Frostburn?

To replace those
#115 a Gust of Wind effect comes from the tip of the wand for one round.
#116 a reversed Gust of Wind effect comes from the tip of the wand for one round, causing anything in the effect to be blown towards the wielder.

Jack_Simth
2008-02-11, 08:10 PM
Quick and dirty way to add a lot of options:

Use your random scroll generation tables.

Roll up a scroll (as normal) and make some modifications:
1d20: Effective caster level (if this reduces the spells caster level below that which is normally possible for the spell, it still works).
1d3: Effective Target: 1: Rod Wielder; 2: Rod Target; 3: Random nearby individual. If the effect is a line or a it's in that direction. If it's a spread or area, it's centered on the target.
1d3: Effective caster (makes all decisions about the effect, for spells with options): 1: Rod Wielder; 2: Rod Target; 3: Random nearby individual. Note: Spells like Wish, Miracle, and others that normally can change basically anything to fulfill the criteria have a special limitation: The only thing they can affect directly is the Effective Target, from above. So if you roll a Wish and Wish for a Ring of Three Wishes (or basically any other object), the target is transmuted into one as a Permanent effect. In such instances, the effective target should be permitted an appropriate save.
10+1d10+Spell Level: Save DC for the effect.

You now have as many effects (and then some) as you have scrolls on your generation table.

Unscrewed
2008-02-11, 09:18 PM
117: Music plays, and the target and everyone within a forty feet radius breaks into a choreographed dance routine for one minute. Onlookers must make a DC 20 will save or be Fascinated

118: The target gain a Temporary level in Badass. A level in Badass gives the target an extra D12 hit die, a +1 bonus to BaB, +2 Bonus to all saves, 8+int skill points, +1 bonus to caster level (Spell are gained, but spell list does not increase) a trench coat and sunglasses. The target also gains a +4 coolness bonus to Charisma. The temporary level and Charisma bonus lasts for one minute.

119: The target's weapon becomes "cooler." It's superficial characteristics change to become cooler, and it gains enhancement bonuses worth up to +3. Ex: a nonmagical longsword becomes a +1 holy longsword, or an Flaming holy longsword or any other combination that totals up to +3.

TheLogman
2008-02-12, 12:24 PM
118. A disgusting *pfffft* erupts from the Wand, and a Stinking Cloud at caster level 20 appears, centered on the caster

119. A Random (Fire, Water, Air or Earth) Elemental of Large Size appears next to the wielder, attacks the nearest creature that is not the wielder, and disappears.

120. A Voice screams to all in a 200 ft. area: "We're sorry, but the Forces of Chaos cannot respond at this moment. alskeijfaiso, Have a pickle day."

BisectedBrioche
2008-02-12, 12:47 PM
121: The caster swaps (where apropriate) age category, gender and race with the nearest creature.

122: A cake appears in front of the caster

123: A poisoned (1 con inital, 1d4 con secondary) cake appears in front of the caster

124: Roll 1d2. On heads the caster becomes convinced that they are experiencing the effects of number 3, on tails number 5.

125: A puddle appears wherever the caster steps next.

Yeril
2008-02-12, 01:07 PM
126: Baarh'kaleth, a rather unfortunately geased Balor demon, is deftly summoned wearing a random set of clothing, and is required to perform a burlesque striptease for 1d10 rounds, before being returned to whatever task he was previously attending.

He has a +31 bonus to Perform (Striptease)

"-and I will rend your soul from your- Huh? Oh not this again! Ugh, lets just get it over with."

boomwolf
2008-02-12, 02:34 PM
129: The rod creates a thermo-nuclear explosion and everyone within 1000 miles radios die.

130: The rod turns into a rubber duck.

131: Caster gains immortality as long he does not know it.

132: The rod screams "THIS IS SPARTA" and a boxing love flies out, punching the target of 1d6 nonlethal damage.

GoC
2008-02-12, 04:04 PM
Another one:
#unknown-The Wielder becomes an intelligent magic item of enhancement bonus equal to half his HD and with special powers totaling his HDxhis Hdx1000gp in value.

Gralamin
2008-02-12, 11:06 PM
Another one:
#unknown-The Wielder becomes an intelligent magic item of enhancement bonus equal to half his HD and with special powers totaling his HDxhis Hdx1000gp in value.

That would be 131.

#132 The characters mental and physical stats switch.
#133 For 5 rounds, you gain a protective bubble made out of your charisma. Gain your Charisma score to your AC for the next 5 rounds. However, In order to attack through your Bubble, you must first make an attack roll that beats your Charisma score.

Gig_Complex
2008-02-12, 11:25 PM
#134 - The wielder gains that knowledge that if he says 'Buddha' he cannot drop below -9 hp but if he says 'Buddha' again he can and by saying that second time a cow positioned 1 mile above the wielder appears midair.

#135 - The wielder is turned into an ooze.

#136 - The wielder is turned into a Rod of Wonder, however should anyone try to use that Rod he reverts to his normal self, with the exception that the wielder is no longer wearing any gear or clothing.

#137 - The wielder is transported to the realm of '4chan' and is thus driven insane.

#138 - The wielder gains the skill Knowledge [Wikipedia] as a class skill with a unnamed bonus of +10.

Gralamin
2008-02-13, 11:56 PM
Right, The numbering has been off for a while, so here's a list of what there is so far.

#1 Slow creature pointed at for 10 rounds (Will DC 15 negates).
#2 Faerie fire surrounds the target.
#3 Deludes wielder for 1 round into believing the rod functions as indicated by a second die roll (no save).
#4 Gust of wind, but at windstorm force (Fortitude DC 14 negates).
#5 Wielder learns target’s surface thoughts (as with detect thoughts) for 1d4 rounds (no save).
#6 Stinking cloud at 30-ft. range (Fortitude DC 15 negates).
#7 Heavy rain falls for 1 round in 60-ft. radius centered on rod wielder.
#8 Summon an animal—a rhino (01-25 on d%), elephant (26-50), or mouse (51-100).
#9 Lightning bolt (70 ft. long, 5 ft. wide), 6d6 damage (Reflex DC 15 half).
#10 Stream of 600 large butterflies pours forth and flutters around for 2 rounds, blinding everyone (including wielder) within 25 ft. (Reflex DC 14 negates).
#11 Reduce Person if within 60 ft of the Rod (Fort DC 13 negates)
#12 Enlarge person if within 60 ft. of rod (Fortitude DC 13 negates).
#13 Darkness, 30-ft.-diameter hemisphere, centered 30 ft. away from rod.
#14 Grass grows in 160-sq.-ft. area before the rod, or grass existing there grows to ten times normal size.
#15 Turn ethereal any nonliving object of up to 1,000 lb. mass and up to 30 cu. ft. in size.
#16 Reduce wielder to 1/12 height (no save).
#17 Fireball at target or 100 ft. straight ahead, 6d6 damage (Reflex DC 15 half).
#18 Invisibility covers rod wielder.
#19 Leaves grow from target if within 60 ft. of rod. These last 24 hours.
#20 10-40 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.
#21 Shimmering 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).
#22 Wielder (50% chance) or target (50% chance) turns permanently blue, green, or purple (no save).
#23 Flesh to stone (or stone to flesh if target is stone already) if target is within 60 ft. (Fortitude DC 18 negates).
#24: Reroll twice; Use both rolled effects, ignoring effects that cause rerolls (The effect is wasted).
#25: Reroll thrice; Use all rolled effects, ignoring effects that cause rerolls (The effect is wasted).
#26: Reroll four times; Use all rolled effects, ignoring effects that cause rerolls (The effect is wasted).
#27: Reroll five times; Use all rolled effects, ignoring effects that cause rerolls (The effect is wasted).
#28: Reroll six times; Use all rolled effects, ignoring effects that cause rerolls (The effect is wasted).
#29: Reroll seven times; Use all rolled effects, ignoring effects that cause rerolls (The effect is wasted).
#30: Reroll eight times; Use all rolled effects, ignoring effects that cause rerolls (The effect is wasted).
#31: Reroll nine times; Use all rolled effects, ignoring effects that cause rerolls (The effect is wasted).
#32: Reroll 10 times; Use all rolled effects, ignoring effects that cause rerolls (The effect is wasted).
#33: Reroll once. If you get this result a second time reroll again. If you get this roll a third time a Mordenkainen's Disjunction magical effect happens with a radius of 1 mile.
#34: You turn a random color (DM's choice)
#35: Target creature turns a random color (DM's choice)
#36: Wielder is teleported to the location where she was at exactly one day ago.
#37: A 200-ft. wall of stone appears wherever the rod wielder wishes it.
#38: Mass invisibility affects every creature within 900 ft. of the wielder.
#39: Antimagic field centered on the rod wielder.
#40: Brilliant light from above illuminates random creature (DMs choice) granting a +3 circumstance bonus on all ranged attacks against that creature.
#41: Brilliant light from above illuminates random creature (DMs choice) granting a -3 circumstance penalty on all ranged attacks against that creature.
#42: Baleful polymorph (DC 25) affects a creature of the rod wielder's choosing.
#43: Summon monster VIII.
#44: Delayed blast fireball, at target or 100 ft. straight ahead, causes 15d6 points of fire damage (DC 25).
#45: Forcecage affects an area selected by the rod wielder.
#46: Nearest pool of standing water becomes stagnant and undrinkable.
#47: A random creature within 50 ft. of the rod wielder is affected by eyebite (DC 25).
#48: The nearest plant is affected by blight.
#49: Wielder becomes a member of the opposite sex.
#50: Legend lore is cast upon the item nearest to the rod wielder that is not carried by the wielder or another party member.
#51: Hold monster (DC 25) is cast against the monster nearest the rod wielder.
#52: Greater teleport to the nearest city (or place of interest if there are no cities on the plane where the PCs are currently at).
#53: The creature nearest the rod wielder is afflicted with insanity (DC 25).
#54: Reverse gravity affects 150 ft., centered on the rod wielder.
#55: Move earth affects the surrounding area as instructed by the rod wielder.
#56: Nearest structure house-sized or smaller constructed primarily of wood crumbles.
#57: Statue is cast upon the wielder.
#58: The rod wielder or the creature of the wielder's choice is affects by moment of prescience (caster level 20).
#59: Project image of the rod wielder.
#60: Transmute rock to mud affects thirty 10-ft. cubes in the locations specified by the rod wielder.
#61: Power word blind against a creature of the rod wielder's choice.
#62: Rod fires a disruptor beam (see blaster rifle).
#63: Gate (planar travel) to Kord's Realm in Ysgard.
#64: Gate (planar travel) to Shra'kt'lor in Limbo.
#65: Gate (planar travel) to the City of Slaughter in Pandemonium.
#66: Gate (planar travel) to Azzgrat on the 45th layer of the Abyss.
#67: Gate (planar travel) to the Sand Tombs of Payratheon in Carceri.
#68: Gate (planar travel) to Khin-Oin the Wasting Tower in Hades.
#69: Gate (planar travel) to The Crawling City in Gehenna.
#70: Gate (planar travel) to The City of Minauros in the Nine Hells.
#71: Gate (planar travel) to Clangor in Acheron.
#72: Gate (planar travel) to The Center in Mechanus.
#73: Gate (planar travel) to The Glass Tarn in Celestia.
#74: Gate (planar travel) to The Golden Hills in Bytopia.
#75: Gate (planar travel) to The Fortress of the Sun in Elysium.
#76: Gate (planar travel) to The Grove of Unicorns in the beastlands.
#77: Gate (planar travel) to The Seldarine in Arborea.
#78: Gate (planar travel) to Sigil in The Outlands.
#79: Wielder is affected by the imprisonment spell.
#80: Day becomes night or night becomes day; the day/night pattern of the planet or plane is permanently offset by half a day.
#81: Power word kill against a creature of the wielder's choice.
#82: The most recent adversary the wielder killed that has an equal or greater number of Hit Dice is returned to life at exact location where it was slain, and it immediately becomes obsessed with evening the score.
#83: Summon monster IX.
#84: Wielder shapechanges into a creature of the character's choice.
#85: Iron body affects the wielder for 20 minutes.
#86: Wish (no XP or gold cost).
#87: The Rod creates a cake sized for a medium character in front of the target, however this cake is merely an illusion. Creatures and characters normally immune to Illusions don't recognize it as an illusion until they attempt to eat the cake, at which point they realize the cake is a lie. The cake last for 10 hours.
#88: All Zombies and Skeletons within 300ft., must break into teams and have a dance off. They all get a +20 competence bonus on all Perform(dance) checks. This effect lasts for 10 minutes.
#89: The target gets +10 bonus to Str, Dex, Con, Int, Wis, and Cha for 10 rounds, after which they take a -10 penalty to those stats for 10 rounds, this cannot double a stat or reduce it below 1.
#90: The targets pants, or another appropriate piece of clothing begins to glow, giving off light as a torch, if they have no clothing in that region, this result has no effect.
#91: All enemies of the users within 200ft., are affected by a single Magic Missile, as the spell.
#92: The target is effected by a Embrace the Dark Chaos spell.(pg.92 Fiendish Codex 1)
#93: The target bursts into flames. This is a magical effect which creates non-magical fire.
#94: The wielder of the rod bursts into flames. This is a magical effect which creates non-magical fire.
#95: The target is sent forward in time 1d4 rounds. This effectively causes them to disappear and reappear in the same location 1d4 rounds later. If another creature or object is occupying the spot that the creature needs to appear at, then the character will appear in the closest available space.
#96: The target is affected by a cure light wounds spell, caster level equal to the caster level of the wielder of the rod.
#97: The target is affected by an inflict light wounds spell, caster level equal to the caster level of the wielder of the rod.
#98: Reroll, changing the target to the wielder of the rod.
#99: The wielder of the rod changes hair with the target, if target is of similar enough physique for that to be reasonable. This encompasses head hair or equivalent only.
(ie, your hair disappears and is replaced by their hair, growing out of your scalp, and the same happens to them)
#100: The wielder of the rod changes outfits with the target. This includes all possessions, clothing, and anything worn on the target. If any of the possessions would physically harm either affected, then the object instead appears in the nearest open space. This includes armor that is too small, piercings, arrows wounding them, that sort of thing.
#101: A 50 ft. radius centered on the wielder is permanently reduced by one temperature band.
#102: Nothing happens.
#103: A 50 ft. radius centered on the wielder is permanently increased by one temperature band.
#104: The target is afflicted by a Flesh to Ice spell (Frostburn page 94) Fortitude DC 17 negates.
#105: One spell of the target's choice currently affecting the target functions as if affected by the Permanency spell.
#106: One spell of the wielder's choice currently affecting the target functions as if affected by the Permanency spell.
#107: One spell of the target's choice currently affecting the wielder functions as if affected by the Permanency spell.
#108: One spell of the wielder's choice currently affecting the wielder functions as if affected by the Permanency spell.
#109: The Rod of Wonder vanishes from the hand of the wielder and is replaced by a mug of frosty cool ale. The rod appears 70 feet above the ex-wielder's head, assuming there are no objects that would stop it from falling onto the aforementioned head. (A 5 lb. object falling from 70 ft. deals 1d6 falling damage. Also, hopefully, the wielder is drinking the ale at this point. )
#110: One of the wielder's ability scores of the wielder's choice permanently decreases by one point. One of the wielder's ability scores of the target's choice increases by one point.
#111: The Rod of Wonder changes places with whatever, if any, object is being held in the wielder's other hand.
#112: The wielder loses control over their face for a short period of time. Their facial expression becomes reflective of the feelings of the target. This lasts for 1d3 days.
#113: The Rod of Wonder vanishes from the hand of the wielder and appears on the ground, apparently three times. The first two rods the wielder tries to pick up vanish into smoke when grabbed.
#114: The rod of wonder changes into a randomly rolled for scroll. When this scroll is cast, instead of the paper crumbling, it compresses and reforms into the rod of wonder again. If the scroll is destroyed, so is the rod.
#115: The rod switches places with the nearest wild animal. If there are no wild animals within 100 ft. of the wielder, there is no effect.
#116 The Weather returns to normal within 50 feet of the wielder.
#117 A normal Gust of Wind effect comes from the tip of the wand for one round.
#118 a reversed Gust of Wind effect comes from the tip of the wand for one round, causing anything in the effect to be blown towards the wielder.
#119 It starts snowing within 50 feet of the wielder.
#120 It starts raining within 50 feet of the wielder.
#121 A Snowstorm occurs within 50 feet of the wielder.
#122 A Thunderstorm occurs within 50 feet of the wielder.
#123 A Duststorm occurs within 50 feet of the wielder.
#124 A Blizzard occurs within 50 feet of the wielder.
#125 A Windstorm occurs within 50 feet of the wielder.
#126 A Hurricane occurs within 50 feet of the wielder.
#127 A Tornado occurs within 50 feet of the wielder.
#128 A downpour occurs within 50 feet of the wielder.
#129 The Weather returns to normal within 50 feet of the target.
#130 A normal Gust of Wind effect comes from the target for one round.
#131 a reversed Gust of Wind effect comes from the target for one round, causing anything in the effect to be blown towards the target.
#132 It starts snowing within 50 feet of the target.
#133 It starts raining within 50 feet of the target.
#134 A Snowstorm occurs within 50 feet of the target.
#135 A Thunderstorm occurs within 50 feet of the target.
#136 A Duststorm occurs within 50 feet of the target.
#137 A Blizzard occurs within 50 feet of the target.
#138 A Windstorm occurs within 50 feet of the target.
#139 A Hurricane occurs within 50 feet of the target.
#140 A Tornado occurs within 50 feet of the target.
#141 A downpour occurs within 50 feet of the target.
#142 Reroll once, if the effect has an area multiply it by 10.
#143-The wielder becomes a sandwhich.
#144-The wielder gains the ability to use all cantrips as spell-like abilities usable an infinite number of time per day.
#145-The wielder becomes a psionic sandwhich capable of flying, telepathy and telekinesis (CL 20).
#146-The target and wielder switch bodies and levels/hd (essentialy becoming eachother minus their souls).
#147-The wielder becomes temporaly instable.From now until death (or the intervention of the deity of time) every time he is hit in combat (whether or not he still has the Rod of Wonder) roll a d100 and consult this table:
{table=head]d%|Effect
1-2|wielder travels forwards in time 1d10 days.
3-10|wielder is affected by TimeStop for 5 rounds.
11-49|wielder is affected by haste for 1d6 hours.
50|the wielder recieves a new rod of wonder but if he ever rolls a 50 on any d% roll he must reroll.
51-90|wielder is affected by slow for 1d6 hours.
91-98|wielder is affected by an activated Safe Time epic spell for 5 rounds.
99-100|wielder is sent 10d100 years back in time and stays there for 1d10 days returning 1d10 days after he activated the rod of wonder. The timeline is completely unaffected by his actions in the past.[/table]
#148: Creates a 15 ft. x 15 ft. square of Blood Snow (Frostburn p15) centered on the target.
#149: The target is afflicted by the Coldfire Ruin disease (Frostburn p14). DC 20, incubation 1 day, can cause permanent ability drain, 1d8 con damage. Subject becomes Coldfire from the inside out.
#150: In a tribute to Darths and Droids, Summon Bigger Fish. Summons a Cachelot whale 15 feet above the target's head. The falling object damage from this creature deals 20d6 damage. Reflex save DC 15 for half.
#151: Summons an estimated bucketful of water onto the head of the target, lightly soaking them.
#152: Summons an estimated bucketful of acid onto the head of the target, lightly soaking them...in acid. This deals 3d6 damage.
#153: Teleports target 1d10x10 feet in a random direction: roll a d10, 1-8 are the standard eight directions, 1 being north, 2 being northeast, 3 being east, etc. 9 is up 1d10x10 feet, and 10 is in a random direction (1-8) 1d10x100 feet.
#154: Shunts the target to the ethereal plane for 2d6+1 rounds.
#155: Music plays, and the target and everyone within a forty feet radius breaks into a choreographed dance routine for one minute. Onlookers must make a DC 20 will save or be Fascinated
#156: The target gain a Temporary level in Badass. A level in Badass gives the target an extra D12 hit die, a +1 bonus to BaB, +2 Bonus to all saves, 8+int skill points, +1 bonus to caster level (Spell are gained, but spell list does not increase) a trench coat and sunglasses. The target also gains a +4 coolness bonus to Charisma. The temporary level and Charisma bonus lasts for one minute.
#157: The target's weapon becomes "cooler." It's superficial characteristics change to become cooler, and it gains enhancement bonuses worth up to +3. Ex: a nonmagical longsword becomes a +1 holy longsword, or an Flaming holy longsword or any other combination that totals up to +3.
#158. A disgusting *pfffft* erupts from the Wand, and a Stinking Cloud at caster level 20 appears, centered on the caster
#159. A Random (Fire, Water, Air or Earth) Elemental of Large Size appears next to the wielder, attacks the nearest creature that is not the wielder, and disappears.
#160. A Voice screams to all in a 200 ft. area: "We're sorry, but the Forces of Chaos cannot respond at this moment. alskeijfaiso, Have a pickle day."
#161: The caster swaps (where appropriate) age category, gender and race with the nearest creature.
#162: A cake appears in front of the caster
#163: A poisoned (1 con initial, 1d4 con secondary) cake appears in front of the caster
#164: Roll 1d2. On heads the caster becomes convinced that they are experiencing the effects of number 3, on tails number 5.
#165: A puddle appears wherever the caster steps next.
#166: Baarh'kaleth, a rather unfortunately geased Balor demon, is deftly summoned wearing a random set of clothing, and is required to perform a burlesque striptease for 1d10 rounds, before being returned to whatever task he was previously attending. He has a +31 bonus to Perform (Striptease)
#167: The rod creates a thermo-nuclear explosion and everyone within 1000 miles radius dies. That is, if you roll this result three times in a roll over three rounds.
#168: The rod turns into a rubber duck.
#169: Caster gains immortality as long he does not know it.
#170: The rod screams "THIS IS SPARTA" and a boxing love flies out, punching the target of 1d6 nonlethal damage.
#171: The Wielder becomes an intelligent magic item of enhancement bonus equal to half his HD and with special powers totaling his HDxhis Hdx1000gp in value.
#172 The characters mental and physical stats switch. (Strength and Intelligence switch, Dexterity and Wisdom switch, and Constitution and Charisma switch)
#173 For 5 rounds, you gain a protective bubble made out of your charisma. Gain your Charisma score to your AC for the next 5 rounds. However, In order to attack through your Bubble, you must first make an attack roll that beats your Charisma score.
#174 - The wielder gains that knowledge that if he says 'Buddha' he cannot drop below -9 hp but if he says 'Buddha' again he can and by saying that second time a cow positioned 1 mile above the wielder appears midair.
#175 - The wielder is turned into an ooze.
#176 - The wielder is turned into a Rod of Wonder, however should anyone try to use that Rod he reverts to his normal self, with the exception that the wielder is no longer wearing any gear or clothing.
#177 - The wielder is transported to the realm of '4chan' and is thus driven insane.
#178 - The wielder gains the skill Knowledge [Wikipedia] as a class skill with a unnamed bonus of +10.

Mewtarthio
2008-02-14, 12:34 AM
#179 - Target is wracked with pain for 1 full round (treat as stunned). At the conclusion of this effect, a random creature emerges from the target's head:
{table=head]d% | Effect
1-40 | A Warforged
41-70 | An Intellect Devourer
71-90 | A Thought Elemental (http://www.giantitp.com/forums/showthread.php?t=57203)
91-99 | An Inquisition Golem (http://www.giantitp.com/forums/showthread.php?t=57575)
100 | The Goddess Athena[/table]

All creatures are advanced normally so that their CR is equal to the CR of the target; Warforged should be advanced via class levels in a randomly-chosen Base Class.

Roll a d4 to determine the creature's actions (with the exception of Athena, who immediately travels to the appropriate Outer Planes to do battle with whatever deity currently holds her portfolio):

{table=head]d4 | Effect
1 | Creature is loyal to the target and obeys him loyally for one hour; at the end of this duration, creature becomes Helpful with regards to the target
2 | Creature is loyal to the weilder, as above
3 | Creature hates the weilder and will stop and nothing to destroy him
4 | Creature is insane--consider target to be the caster[/table]

Regardless, the creature immediately acts as normal after the weilder's place in the initiative order (with the exception of the Inquisition Golem, which gets an immediate suprise round before its first turn).

Maldraugedhen
2008-02-14, 12:53 AM
This thread title read like the worst double entendre I had ever seen.

Also, 24 through 32 should scale 'both' with the number of times rerolled.

Rockphed
2008-02-14, 12:56 AM
#57: Statue is cast upon the wielder.
#79: Wielder is affected by the imprisonment spell.
#167: The rod creates a thermo-nuclear explosion and everyone within 1000 miles radios die.

Somehow, Instant death seems like a bad think to include in this list. The first two might work, but the third just has TPK written all over it.


#156: The target gain a Temporary level in Badass. A level in Badass gives the target an extra D12 hit die, a +1 bonus to BaB, +2 Bonus to all saves, 8+int skill points, +1 bonus to caster level (Spell are gained, but spell list does not increase) a trench coat and sunglasses. The target also gains a +4 coolness bonus to Charisma. The temporary level and Charisma bonus lasts for one minute.
#157: The target's weapon becomes "cooler." It's superficial characteristics change to become cooler, and it gains enhancement bonuses worth up to +3. Ex: a nonmagical longsword becomes a +1 holy longsword, or an Flaming holy longsword or any other combination that totals up to +3.


Most of the effects are supposed to be good for the wielder, and bad for the target. I don't think this fits with the other possiblilities. Especially that it permanently enhances the weapon of the Target. If it were a temporary thing, it would probably work.


#166: Baarh'kaleth, a rather unfortunately geased Balor demon, is deftly summoned wearing a random set of clothing, and is required to perform a burlesque striptease for 1d10 rounds, before being returned to whatever task he was previously attending. He has a +31 bonus to Perform (Striptease)

Does this have any mechanical effects, or is it supposed to only produce a cringe?


#168: The rod turns into a rubber duck.

Does it ever turn back? Does it still work as a rubber duck?


#171: The Wielder becomes an intelligent magic item of enhancement bonus equal to half his HD and with special powers totaling his HDxhis Hdx1000gp in value.

This also seems rather over the top. Now if it were the target, that would work.


#172 The characters mental and physical stats switch.
I know people refer to Strenght, Constitution and Dexterity as Physical, and the other three as mental, but this needs clarification.


#174 - The wielder gains that knowledge that if he says 'Buddha' he cannot drop below -9 hp but if he says 'Buddha' again he can and by saying that second time a cow positioned 1 mile above the wielder appears midair.
Nice Reference, but I don't think it would work.


#175 - The wielder is turned into an ooze.
#177 - The wielder is transported to the realm of '4chan' and is thus driven insane.

More Instant Death?:smallconfused:


#176 - The wielder is turned into a Rod of Wonder, however should anyone try to use that Rod he reverts to his normal self, with the exception that the wielder is no longer wearing any gear or clothing.

What happens to his gear and clothing?


#178 - The wielder gains the skill Knowledge [Wikipedia] as a class skill with a unnamed bonus of +10.

This does what?


#180 Target falls in love with the wielder(treat as charmed).

Maldraugedhen
2008-02-14, 01:19 AM
#181: The wielder and the target suddenly fall asleep. No save allowed. Creatures that do not sleep are still susceptible to this effect. Creatures immune to sleep effects still suffer this effect.
#182: The wielder and the target switch positions.
#183: A magical mobile scarecrow is summoned on the nearest ledge or cliff face within 200 feet. Pointing the Rod of Wonder at the scarecrow causes the wielder to move directly toward the scarecrow at 60 feet per round.
#184: The nearest object being used as an improvised weapon is transformed into the weapon of the wielder (of the improvised weapon)'s choice.
#185: A giant glass box forms around the wielder--a cube 200 feet to a side, or as large a cube as will fit centered on the wielder's position--and the cube rapidly (within 4 rounds) fills with water. The wielder can breathe while in this water, and receives a +5 bonus to their swim checks. The glass is magical glass that can only be broken by tapping it with the rod of wonder that formed it. (Note: This releases the water.)

Gralamin
2008-02-14, 01:22 AM
This thread title read like the worst double entendre I had ever seen.

Also, 24 through 32 should scale 'both' with the number of times rerolled

Never noticed exactly how the title sounds >.>
Bah. Both, all, same thing.



Somehow, Instant death seems like a bad think to include in this list. The first two might work, but the third just has TPK written all over it.
This is the Rod of Wonder we're talking about. I may make the thermonuclear explosion require three rolls all ending up as it to happen.


Most of the effects are supposed to be good for the wielder, and bad for the target. I don't think this fits with the other possiblilities. Especially that it permanently enhances the weapon of the Target. If it were a temporary thing, it would probably work.
I will make them last for 5 rounds then.


Does this have any mechanical effects, or is it supposed to only produce a cringe?
I'm guessing the one who made it wanted a cringe.


Does it ever turn back? Does it still work as a rubber duck?
I've assumed Yes, if you roll the result again, and yes


This also seems rather over the top. Now if it were the target, that would work.
I'm confused, mostly because you just said:
Most of the effects are supposed to be good for the wielder, and bad for the target. :smallconfused:


I know people refer to Strenght, Constitution and Dexterity as Physical, and the other three as mental, but this needs clarification.
Why does it need clarification? Do you mean I should say which stat goes where?


Nice Reference, but I don't think it would work.
Oh trust me, It can work.


More Instant Death?:smallconfused:
No, Instant death is a lot different.


What happens to his gear and clothing?
I'm thinking its shunted to another plane.


This does what?
Obviously it functions as all knowledge skills, but watch out, you may learn things man is not meant to know.


#180 Target falls in love with the wielder(treat as charmed).
Defiantly needed.

SmileyX
2008-02-14, 07:50 PM
#186: Wielder changes to the Aberration type, if they are already an Aberration re-roll.

#187: Wielder changes to the Animal type and is immediately effected by an Awaken Animal spell, they retain there old personality, if they are already an Animal re-roll.

#188: Wielder changes to the Construct type and is immediately affected by a Awaken Construct spell, they retain there old personality, if they are already a Construct re-roll.

#189: Wielder changes to the Dragon type, if they are already a Dragon re-roll.

#190: Wielder changes to the Elemental type, if they are already an Elemental re-roll.

#191: Wielder changes to the Fey type, if they are already a Fey re-roll.

#192: Wielder changes to the Giant type, if they are already a Giant re-roll.

#193: Wielder changes to the Humanoid type, if they are already a Humanoid re-roll.

#194: Wielder changes to the Magical Beast type, if they are already a Magical Beast re-roll.

#195: Wielder changes to the Monstrous Humanoid type, if they are already a Monstrous Humanoid re-roll.

#196: Wielder changes to the Ooze type, if they are already an Ooze re-roll.

#197: Wielder changes to the Outsider type, if they are already a Outsider re-roll.

#198: Wielder changes to the Plant type and is immediately affected by a Awaken spell, they retain there old personality, if they are already a Plant re-roll.

#199: Wielder changes to the Undead type, if they are already an Undead re-roll.

#200: Wielder changes to the Vermin type, if they are already a Vermin re-roll.

#201: Target changes to the Aberration type, if they are already an Aberration re-roll.

#202: Target changes to the Animal type and is immediately effected by an Awaken Animal spell, they retain there old personality, if they are already an Animal re-roll.

#203: Target changes to the Construct type and is immediately affected by a Awaken Construct spell, they retain there old personality, if they are already a Construct re-roll.

#204: Target changes to the Dragon type, if they are already a Dragon re-roll.

#205: Target changes to the Elemental type, if they are already an Elemental re-roll.

#206: Target changes to the Fey type, if they are already a Fey re-roll.

#207: Target changes to the Giant type, if they are already a Giant re-roll.

#208: Target changes to the Humanoid type, if they are already a Humanoid re-roll.

#209: Target changes to the Magical Beast type, if they are already a Magical Beast re-roll.

#210: Target changes to the Monstrous Humanoid type, if they are already a Monstrous Humanoid re-roll.

#211: Target changes to the Ooze type, if they are already an Ooze re-roll.

#212: Target changes to the Outsider type, if they are already a Outsider re-roll.

#212: Target changes to the Plant type and is immediately affected by a Awaken spell, they retain there old personality, if they are already a Plant re-roll.

#213: Target changes to the Undead type, if they are already an Undead re-roll.

#214: Target changes to the Vermin type, if they are already a Vermin re-roll.

GoC
2008-02-14, 09:15 PM
This also seems rather over the top. Now if it were the target, that would work.

I'd say it's an even trade. A swarm of powers in exchange for class features?

I forgot to include a reversal condition though. Miracle/Wish perhaps?