1001 Rod of Wonder results [Archive] - Wizards Community

Post/Author/DateTimePost
Tevish Szat

01-04-05, 02:20 AM
The current table is not nearly wierd or randome enough it is time, my message board brethren, to creating something far more wild than the current table for the rod of wonder. I shall begin.

1: User hiccups bubbles for 1d4 rounds and considered dazed.
smrtgmp

01-04-05, 02:45 AM
2) A trio of half-orc bards spring into being and prance about the rod user while singing a baudy tune for 1d6+1 rounds before disapearing in a poof of putrid smoke.
GRAOUH !!!

01-04-05, 01:00 PM
3) A black hat appears on the floor. One round later a rabbit with the vampire template jumps out the hat, wearing a black and red cape.
Nitneuq Onitnarat

01-04-05, 01:18 PM
4) target becomes a +4 light mace, no save, not even wish or miricle may turn him back.
Spellhunter

01-04-05, 02:17 PM
5) The face of the target quickly morphs into a flat yellow plane with two dots for eyes and a curved line for a smile. This effect silences the target (no save). :)
Nitneuq Onitnarat

01-04-05, 02:43 PM
6) Target and User swap gender and race, they switch back and forth once every 24 hours, on the strike of midnight.
SpellMaster

01-04-05, 08:52 PM
How's this for random?

http://public.planetmirror.com/pub/gnba/books/olik/Spells_Magic.html

Scroll down the page a bit and look for the "The Net Libram of Random Magical Effects v1.20". 10000 effects. I've used it, it's a lot of fun.
Rakasha#5

01-04-05, 08:59 PM
Ooh ooh I have one!
Target is turned into a newt as if by a baleful polylmorph spell caster level 13
Tevish Szat

01-04-05, 09:30 PM
8) sdrawkcab kaeps tsum resu (User must speak backwards. requitres DC15 int check and at least full round to cast any spell with a verbal component or use a command word item.
9) snowballs pelt the target for 1d2 subdual damage
RPGfish

01-04-05, 09:36 PM
10) The RoW, for 1d20 turns, cannot be aimed and wildly thrashes about, activating itself.
11) Target randomly tries to steal and use the RoW until success. After using the RoW, he tries to return it to the previous owner.
The_Arcanoloth

01-04-05, 09:51 PM
12) user's stats are randomly reassigned by the DM.
13) target and user both are turned into cabbits for my ammusement.
Mirikon

01-04-05, 11:17 PM
14) Roll 1d6. 1) Str, 2) Dex, 3) Con, 4) Int, 5) Wis, 6) Con. Roll 3d6. The result becomes the player's new score for that ability.
15) Target and the User switch bodies, as the Magic Jar spell. The effect is permanent.
16) User's hair becomes the target for a continual flame spell.
17) Target must make DC 17 Fort save, or have random part of his body catch fire.
18) DM selects one person within 40' of the rod. That person must make a DC 20 Will save, or have their memories permanently erased.
19) Target ages by one category.
20) Target 'youthens' by one age category.
DarrenCardinale

01-04-05, 11:41 PM
21. A sphere of Darkness fills a 20 foot globe targeted at and centered on you.

22. Roll 1d10; Rod casts Summon Monster X, where X is the number rolled. If 10 is rolled Rod instead becomes useless for 1d6 days.

23. You and random target within 50' switch alignments.

24. A cask of ale appears.

25. Rod is teleported into nearest foes hand.

26. All allies within 50' of you are affected by haste, fly, and bulls strength spells for 1d4+1 rounds.

27. All allies within 50' of you are affected by slow, doom, and ray of enfeeblement spells for 1d4+1 rounds.

28. The sound of laughter fills the air for 1 round.
Purkake

01-05-05, 01:18 AM
29. A gigant meteor falls from the sky, but stops just a few inches above the target and turns into a small cloud of dust.
Jonathan Strange

01-05-05, 04:41 AM
30. From behind the Rod wielder and over his head springs a screaming man wearing tight black clothing and hood concealing his face. Before entering combat, he performs seemingly amazing feats of martial artistry which are, in reality, for nothing but show. After flipping about, he confronts the Rod wielders foes, produces a smoke pellet which he then throws on the floor to mask his escape, as the Ninja are wont to do.
GRAOUH !!!

01-05-05, 06:42 AM
31) The wielder is banned from reality for 1d100 days. He comes back at the same place or in the closest safe place.
Nani?

01-05-05, 12:56 PM
1) Bands
A) Four giant beatle bards appear, start singing, party gets the effects of inspire courage+2/inspire grestness. Alternately four monkees, but they're a cheap knock off so you only get inspire courage +1/ inspire competence.
B)Skeletal Band appears, dressed in pyecadelic colors: will save DC 15 or all are facinated
C)Human bard singing: Anyone within range of his bardic ablitiies is polymophed into humaniod parrots at caster level. Continues 4 hours. Purely cosmetic.

2) Ghost singing opera, targeting anyone in 30 ft radius with ghostly attacks.

3) Buffy version, everyone gets perform sing 4 for the rest of the day. At random intervals characters burst into song, all must make a Will save DC 15 or they become thier "backup".

All the best,

Nani?
Mirikon

01-05-05, 05:02 PM
35) Target gets Mage Armor as the spell, CL 1.
36) All characters within 100' of User (including user) change gender. Only Wish can turn them back.
37) Target's race and gender are changed. Use the tables for the Reincarnate spell to determine new race and gender. This does not affect nonliving creatures, plants, animals, constructs, or objects.
38) User is turned into a frog, as though through a Polymorph spell. Can only be turned back through a wish, break enchantment, or the kiss of a princess.
39) Target begins teleporting randomly (as though through a dimension door effect) for 1d10 rounds.
40) A permanent telepathic bond is formed between the target and the user. This bond cannot be broken. It becomes idle if one of the pair is killed or goes to a different plane. Upon that person's ressurection or return to the same plane as the other, the link becomes active again.
DarrenCardinale

01-05-05, 10:01 PM
41. 1d10 charges are restored to the wand.

42. The rods wielder becomes silenced as though the spell had been cast upon them for 1 minute.

43. Apparently nothing happens. 1d4 rounds later the original target of the rod must make a DC25 Will save or be affected by an Imprisonment spell.

44. Every living being within 100' of the rod belch.

45. All clothing and possesions worn or carried by a living creature (including the wielders but excluding the rod) within 1 mile of the rod are disintergrated as per the spell. All of these items owners are granted a vision of the wielder and the knowledge that he is responsible.
DarrenCardinale

01-05-05, 10:01 PM
41. 1d10 charges are restored to the wand.

42. The rods wielder becomes silenced as though the spell had been cast upon them for 1 minute.

43. Apparently nothing happens. 1d4 rounds later the original target of the rod must make a DC25 Will save or be affected by an Imprisonment spell.

44. Every living being within 100' of the rod belch.

45. All clothing and possesions worn or carried by a living creature (including the wielders but excluding the rod) within 1 mile of the rod are disintergrated as per the spell. All of these items owners are granted a vision of the wielder and the knowledge that he is responsible.
Tevish Szat

01-19-05, 10:54 PM
46: the rod creates a cloud of old notices form the closest town's noticeboard. user and all in five feet must make will save DC 15 or be dazed.
Evil Wizard

01-19-05, 11:38 PM
Ooh, I have a bunch of these. I started making my own complete table a while back, but only got as far as 20. This is more fun as a group project anyway.

47. Sparks shoot out the end, but appear to do nothing. The rod secretly fires out the other end now. A Spellcraft check (DC 25) may reveal this to the wielder.

48. An efreeti appears and grants the wielder a free Wish, but will actively try to pervert the wording.

49. A random Bigby's Hand spell affects everyone within 30 feet except the wielder. Roll 1d6 to determine which spell: 1) Bigby's Interposing Hand; 2) Bigby's Forceful Hand; 3) Bigby's Grasping Hand; 4) Bigby's Clenched Fist; 5) Bigby's Crushing Hand; 6) Roll again; if another 6 is rolled, all five spells take effect!

50. Summons a paladin from elsewhere on your plane, who is initially friendly towards you and your party, if you are not actively engaged in any evil or unlawful activities. The paladin is otherwise under her own free will, and may likely try to return to her place of origin after any initial crises are dealt with.

51. A random animal within 60 feet becomes sentient as though affected by the druid spell awaken. If no animals are in range, an insect or plant is affected instead. If no animals, plants, or insects are in range, there is no effect.

52. A magic weapon in the users possession becomes intelligent (roll stats and abilities as you would for a randomly generated intelligent item). If the user has no magic weapons, one weapon carried immediately becomes a +1 intelligent weapon.

53. A large ghostly hand stretches out from the wand and delivers a powerful slap to the target. The hand has an attack bonus of +10, and does 1d10+5 bludgeoning damage if it hits.

54. All flammable objects within 30 feet burst into flames.

55. User magically weighs 10 times as much as normal, but is otherwise physically unchanged. Treat as a curse.

56. The target recieves the effects of an empowered Bull's Strength spell.

57. Target becomes one step friendlier towards you, as if the subject of a successful Diplomacy check. No save.

58. The ground shakes for 1d4 minutes, but otherwise nothing happens.

59. A lit flask of oil flies from the tip of the rod. Use the wielder's attack bonus to determine if it hits the target.

60. A cloud of pink smoke fills a 60 ft area, and all within it are charmed as the spell Charm Monster (DC 16). Charmed victims regard everyone as their trusted friend for the duration of the spell.

61. The target and wielder immediately switch places. A Dimentional Anchor spell on one or both the subjects negates this effect.

62. All coins carried by the wielder are magically fired from the rod in a 30 foot cone. Everyone caught in the spray takes 1d6 damage per 100 coins (Reflex half DC 15). If the wielder carries no coins, 10d10 coins are taken from the target and placed somewhere in the wielder's possession (no save).

63. A balor appears in a cloud of brimstone and vows vengeance upon the wielder before vanishing again. There is a 50% chance that the balor is an illusion; otherwise, it will attempt to punish the wielder at some future time.

64. The rod flies from the wielder's hand. One of the wielder's foes now holds the rod, dropping whatever is in hand if necessary.

65. All within 30 feet are transported to a Mordenkainen's Magnificent Mansion. While the mansion lasts, all inhabitants are under a Geas not to attack one another.

66. The wielder is trapped within a hemisphere version of a Wall of Ice cast by a level 10 sorcerer. No save.
Tevish Szat

01-21-05, 06:35 PM
67: the rod of wonder creates a second rod of wonder in your posession.

68: The rod explodes, dealing no damage to you. One item worn or held by the target explodes, dealing no damage, as well. both items ate irrevocably destroyed. Major artifacts can't be effected.
Rakasha#5

01-22-05, 09:40 AM
A golem made in entirely out of cheese appear in fronot of caster then expolds dealing no damage.
Rods of wonder turns into a lit stick of dynamite that explodes in 1d2 rounds the caster notices this in 1d3 rounds it's explosion deals 10d6 damage to caster no save if not notice reflex otherwise and every else in a 20ft radius reflex reflex half.
HeavenShallBurn

01-22-05, 06:35 PM
Target is instantly tuned into the "Wildmage" PrC from complete Arcane :D
Lung_Mua

01-22-05, 10:34 PM
71.) The character's head and hand change places permentently no save.

72.) The target automaticly acends to god hood however the only way for them to manifest their abilites they must kill them selvse at wich point they are resserected and lose one calss lvl or con point. then they may manifest their god abilites for one hour, they have access to all portfolios.
Konal

01-23-05, 04:29 AM
73) the wielder's feet instantly triple in size destroying any footgear in the process

74) the target instantly loses a limb, roll 1d4 1 - left arm 2 - right arm 3 - left leg 4 - right leg

75) the wielder is flung 50 feet straight up into the air

76) the target ages 5d10 years, the wielder grows that same number of years younger if that would put the wielder age 0 or less the wielder is no more

77) for the next hour everyone within 100' of the wielder must make a dc 15 listen check or swear that the wielder is quietly making fun of and insulting them

78) stone blocks fall from the sky automatically hitting the target and wielder for 3d8 bludgeoning damage

79) target is comedically hit in the face with a pie

80) target's head changes to look like a 3 year old's except that its roughly the same size as their torso and they now have a horrible english accent and a bad attitude
Vladimus

01-23-05, 07:18 AM
81) 1000 random small birds fly overhead with terrible diarrhea.

82) for 1d4 days any walls you come in contact with (touch) will bleed for no apparent reason. (1 gallon per wall goat blood) (if living, dc 15 will save)

83) Every creature within a 5 mile radius must make a will save (dc 25) or be hit with Tasha's uncontrollable dance for 1d4 hours...

84)same as above but Tasha's Hideous Laughter

85) A Colossal Duck falls from the sky and lands on the caster. Reflex DC 25. 3d8 damage.

86) The caster is pushed 1d2 minutes back in time.

87) Cows fall from the sky dealing 6d6 bludgeoning damage to any they hit (dc 20) (100' radius from caster) (about 4d6+4 cows will fall)

88) Any plants you come in contact with seem to go "out of their way" to hurt you even though they dont move (unless effected by wind etc)

89) Roll 1d6 - The following effect will occur for 1d4 days. Treat this as a curse. If you fall into the category you roll, re-roll.
1-Humans dont like you for no particular reason
2-Elves or any with elven blood dont like you for no particular reason
3-Dwarves dont like you for no particular reason
4-Gnomes dont like you for no particular reason
5-Orcs or any with orcish blood dont like you for no particular reason
6-Halflings dont like you for no particular reason

90) Roll 1d6...Il let the dm be imaginative on this one...
1-You attract angry Shock Lizards like the plague for 1d6 weeks.
2-You attrack flys like the plague for 1d6 days.
3-You attarct angry bunny rabbits like the plague for 2d6 days.
4-You attract gelatinous creatures like the plague for 1d6 weeks.
5-You attract random dinosaurs like the plague for 3d6 weeks
6-You attract bees like the plague for 1d6 days

91) Random strangers like to buy you drinks for the next 1d6 days.

92) Grass grows around you at 10x its normal rate for 1d4 days.

93) You get extremely lucky once within the next 1d6 hours (again, dms have fun)

94) 2d6 platinum pieces fall from the sky at a high rate of speed. must make a reflex save dc 15 or take 1d6 points of damage.

95) A 4' tree spawns close to the caster suddenly grows 3d6 platinum pieces. (must be cut from bark)
Chaotica Maxima

01-23-05, 08:18 AM
96) Rain of Kender. 'nuff said.

97) The Hulking Hurler from the CO boards throws his ball of doom. 50% chance of hitting you, 50% chance of hitting the target. Next round, the ball flies back up (Nono, you cant keep the ball worth buttloads of money, nono)

98) Target and a random Balor switch places

99) Every creature within 100' gets a free RoW
Konal

01-23-05, 04:16 PM
100) Wielder's ears switch places (now facing backwards)

101) The next 3 sentences that the wielder says (not player) are the only 3 sentences that the wielder can manage to say for the next 2d6 months (makes casting.... well, very difficult)

102) Angry drunks are randomly teleported to wielder's room (while wielder sleeps) for the next 1d10 days

103) wielder is turned into a Donkapus (think a donkey with octopus tentacles resembling a displacer beast)

104) wielder has an 80% chance of tripping and falling over whener s/he tries to move for the next 1d4 hours

105) roll twice again

106) wielder's hands disappear and are relplaced with two more arms (doubling arm length and adding two more joints) wielder gains reach, and a slam attack

107) wielder's neck is no more, not just invisible, but head connects to shoulders and what not
Santrilla

01-23-05, 05:02 PM
109) The wielder enters a trance for 3d10 minutes. Simultaneously, the word 'AFK' appears above the wielder's head in semitranslucent yellow letters. While in this trance, the wielder can take no actions (other than breathing).

110) 3d12 small plastic dice appear 50ft above the wielder's head, covering a 30ft x 30ft area when they land. Any character in the vicinity of a landing dice takes 1 damage. Use the rules for grenadelike weapons to determine landing locations.

111) Any creature wearing nonmagical clothing or armor within a 200ft area is instantly robbed of their clothes. Any worn items automatically unzip, unbutton, unscrew and otherwise remove themselves and fly 30ft in a randomly determined direction.
Vulcan

01-23-05, 06:18 PM
112) All weapons are replaced with wocky-talkies.

113) The sky turns into a vibrant yellow, the ground turns pink and all plant life suddenly sprouts antlers.

114) The wielder gains the extraordinary ability to point out the obvious.

115) The RoW sprouts legs kicks the wielder in the shins and then preceeds to run away. Giggling permeates the area for 2d4 rounds.

116) Random target is teleported to the edge of a cliff and is filled with the belief that they can fly.

117) A disembodied hand appears and slaps the wielder across the face and takes the rod away and a resounding "NO!" is heard.

118) Wielder's allies all have allignment shifts to chaotic stupid.
Tevish Szat

01-24-05, 07:26 PM
119: Target is exchanged with the nearest detect-smite paladin

120: Spell summons one sladd of each normal color. they join hands and dance in a circle around the target for 1d12 rounds before vanishing.
Mirikon

01-24-05, 08:01 PM
121. Target's skin turns a random color.
122. Target is polymorphed into a random (permanent) magic item.
123. User is polymorphed into a random (permanent) magic item.
Evil Wizard

01-27-05, 12:17 PM
122. The wielder is designated as a champion of a random deity. He may freely take levels as a paladin, cleric, blackguard, or other appropriate PrC, even if he doesn't normally qualify. However, the new champion retains his alignment, and will be punished severely if he ever acts contrary to the deity's ethos.

123. The wielder is implanted with the notion that gazebos are dangerous, cunning foes.

124. A gazebo within 300 miles is granted sapience. Treat as an intelligent, neutral evil animated object with the special ability to Swallow Whole.

125. Everyone in combat experiences a "rewinding" effect, watching their previous actions replay backwards as they move back in time 1d6 rounds.

126. The Rod of Wonder triples in size, becoming proportionally heavier as well.

127. A large chest appears before the wielder. It contains random treasure appropriate to the wielder's EL.

128. The target takes 5d6 bludgeoning damage as a gigantic foot descends from the sky, stomping on the victim (Reflex save for half, DC 15)

129. The weapons of everyone in 120 feet are transformed into large fish.

130. History is changed to the effect that the wielder and target are now siblings, no matter how implausible this could be, and both are aware of this sudden change. Their attitudes should not change towards one another, some family dispute being woven into their new history to explain any current hostility.

131. The wielder's allies benefit from the effects of a heal spell as cast by a level 20 cleric.

132. Everyone in 120 feet regains all hit points, all uses of special abilities, and regains all spells as though having rested for eight hours.

133. The wielder grows large antlers. These grant him a 1d6 gore attack, though they will molt as the seasons change, like a regular deer.

134. An explosion thunders from the end of the rod, like a cannon firing off. The recoil throws the wielder back 15 feet (taking 1d6 damage if impacting a solid object). A force effect slams into the target for 20d6 damage (reflex DC 25 to avoid the attack), and if slain the victim will explode in Jerry Bruckheimer fashion, dealing an additional 6d6 fire damage in a 30 foot radius (Reflex DC 17 for half).

135. For 1d4 minutes, every living being within 60 feet turns to glass. Though otherwise able to move and act as normal, the victims are very fragile and every attack acts as a critical hit; actual critical hits double the crit multiplier. Any damage from blunt weapons forces a save against massive damage, or the victim shatters into pieces.

136. The wielder's class levels are exchanged for a totally different class, skill points and feats reallocated as appropriate for that class. The wielder's equipment changes to appropriate gear for her new class, and forgets she was ever her previous class or that she even used the Rod just then.
Adrez Nesnsid

11-09-06, 09:31 PM
137.) Target's ears fall off; -5 penalty to listen checks. Fortitude save negates in which case the target's ears detach and then immediately re-attach.

Keep 'em coming people :bump:
Yodaman23

11-10-06, 12:47 PM
138: rod turns into the mystical duck helmet. A helmet that is a duck. It can quack as a free action and adds +1 to your AC.

139: A high priced lawyer appears and fines the hell out of your target. The Target then curls in a fetal position and crys for 1d10 rounds. At which time he will count his loses and move on.

140: The powerful superhero known as the explosing clown appears, he pies your target and you and promply expodes, no damage dealt but everyone who witnessed it will be confused for 1d4 rounds.
SeattleLightning

11-10-06, 12:59 PM
(my fav from an old dragon magazine, I don't remember which)

141: The RoW immediately begins to complain about its long working hours, poor benefits, and lack of pay.
Kal_Torak

11-10-06, 02:19 PM
142: Everyone within 100' of the wielder is cursed by the voice of John Madden; whenever they take any actions, the voice of John Madden makes random and unhelpful comments. ie. characters get into a fight, "The key to winning the fight is to disable your opponents"

yes, I've played the Madden games, and his comments are about as annoying as Clippy.
Need_A_Life

11-10-06, 02:25 PM
Well, it might serve as an inspiration to you all as much as it has to me:

http://www.gameroom.com/traykon/pdf/The_Net_Libram_of_Random_Magical_Effects .pdf
Adrez Nesnsid

11-11-06, 09:00 PM
143.) the wand goes limp, as if made out of rubber.

144.) Target's head doubles in size (fortitude negates in which case the target's head bulges momentarily and then goes back down to its regular size

145.) Vomit spews out of the wand, going a distance of about five feet before falling to the ground
EyelessBeholder

11-11-06, 11:19 PM
108) Target becomes continually effected by the enlarge person spell. every round getting bigger and bigger.
Adrez Nesnsid

11-13-06, 08:50 PM
109.) All of the target's hair (or fur or feathers) falls out (or a whole bunch grows in, in the case of reptiles).Fortitude save resists, in which case only a tiny portion of their hair (etc) falls out

110.) A small explosion engulfs the target. A mushroom cloud appears around them and they take 2d4 points of fire damage (Reflex save for half damage, critical failure causes double damage)

111.) The Wand sheds magical light that reveals invisible creatures, in a 20 foot cone, for 2d4 rounds

112.) A 20 foot radius around the wand becomes a Wild Magic Zone for 3d10 rounds

113.) Color Spray in a 15 foot radius circular burst, centered on the wand

114.) The wand jumps out of the wielder's hand and lands 1d3x5 feet \away in a random direction. A Strength check or reflex save allows them to hang on to it.
Adrez Nesnsid

11-16-06, 10:33 PM
115.) Confetti and streamers shoot out of the wand

116.) Target is Cleaned, as per the sub-effect of the Prestidigitation spell

117.) The wand shocks the caster for 1d3 points of damage (A successful fortitude save halves the damage and makes the damage non lethal) and the caster must make a concentration check to avoid dropping the wand

118.) The target is healed, as per the Cure Moderate Wounds, Inflict moderate Wounds, Repair Moderate Damage, or Make Whole spell, whichever is most appropriate to heal the target.
Slightly_Unscrewed

11-17-06, 03:02 PM
119: A 20ft wide Blue-white Beam(Line, for game terms) of force blasts out of the end of the rod(which should be aimed at the target). Treat as a Does 15d4 damage to all in its path Reflex save DC 20 for half, and continues for 1 mile. Recoil knocks the user 200 ft back, prone, and deals 1d6 damage. If the user hits the wall, deal 1d6 Damage per every 10ft the user hasen't moved.
(Cookie if you get the reference)
120: A boomerang hits the target on the head for 1d6 damage. No explination is given.
121: The area in a 500ft radius around the rod becomes a Wild magic zone Permanently. (I recommend the 1001 wild surges thread (http://boards1.wizards.com/showthread.php?t=439260) for rolling effects here)
122: A beam of lemmings springs from the rod. The user must make a ranged touch attack to thit the target. 3d6 bludgeoning damage, and will save vs confusion because of the sheer weirdness.
123: The RoW animates, and hits the user for 1d4 damage
Adrez Nesnsid

11-22-06, 08:40 AM
BUMP!!!! :bump:
Adrez Nesnsid

03-09-07, 07:29 PM
124.) rod changes color

125.) nothing initially appears to happen, but, in fact, the rod is recording all sound in its near vicinity, in five rounds the rod plays back all sound heard in the previous five rounds. If any spells with only verbal components (no somatic, focxus or material) have been cast within 10 feet of the rod during thagt time, there is a 50% chance that they take effect again as thr rod repeats them, targeting either thwand's wielder, or its original target (fifty-fifty chance). otherwise the spell starts to take effect and then fizzles out (as if counterspelled).
Irving

03-09-07, 07:51 PM
Tone it down, folks, it's not a minor artifact...

Try these.

126. A disembodied orchestra plays insipring music around you for 1 hour. In combat, this has the effect of bardic inpsire courage. However, it provides a -20 to all Hide, Sense Motive, and Bluff checks ("He's being tricky now, cue the "sneaky music"...), and a -10 to all Listen checks.

127. The rod falls into seven pieces on the ground. Each piece, if planted into the earth and watered regularly, will grow into a rod of wonder in 50 years.

Hmm. It's easy to play this thing as a comedy device. Wonder if we could turn it into something out of Heroes of Horror...

Puzzle box of terror, anyone? Or Alienist's rod (produces bizaare effects, just becuse the mortal mind cannot understand its true purpose)?
cog_n_taz

03-09-07, 10:00 PM
127. The rod falls into seven pieces on the ground. Each piece, if planted into the earth and watered regularly, will grow into a rod of wonder in 50 years.


astral plane:D
imreadydoctor

03-10-07, 08:05 PM
128. the user of the rod is suddenly the target of an inevitable.
Yordakin

03-11-07, 12:55 AM
129: Everybody within 100 feet of user(including user) grows tails. No Save. Curable by Wish. Permanent. Everybody has a 5 percent chance of growing a prehensile tail, treat as a 3rd limb capable of only wielding Light weapons or the equivalent weight/dexterity(Due to unfamiliarity. I would expect any DM to allow a player to "get used" to his new limb over time).

130: Target and his nearest ally die(if two of his allies are equal distance, the player chooses). No save. If death is not possible DM decides outcome, it should benefit the players in at least a RPing sense.

131: Target and his nearest ally become invincible for the duration of the encounter, Target is aware of this condition, his ally is not, unless it is communicated to him(treat as having infinite HP.If two of his allies are equal distance, the DM chooses). No save. If invincibility is not possible DM decides outcome, it should NOT benefit the players at ALL.

132: A pool of water 6 feet deep and 100 feet in diameter forms centered upon the caster. This depression/pool and it's water are real and permanent. If the caster is already in the equivalent of this space in water(casting in a lake for instance) nothing happens. If this transformation happens on uneven ground(top of a mountain for instance) DM handles outcome however he/she likes.
Yordakin

03-11-07, 12:05 PM
Bumpedy Bumpbump
Adrez Nesnsid

06-24-07, 12:54 AM
BUMP!!!!! :bump:
dungeoneerphil

06-24-07, 08:29 AM
133) The wielder becomes hopelessly addicted to the next magic potion he drinks. If he goes for more than a day without imbibing said potion he is sickened (–2 penalty on all attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks.)

134) The target (50%) or the wielder (50%) is shaken unless he makes a Will save (DC 14).

135) The target is struck with uncontrollable flatulence until he makes a Fortitude save (DC 14).

136) The target has a hairball lodged in her throat. She is nauseated (can only take a single move action per round) until she coughs the hairball up with a Fortitude save (DC 15).
dungeoneerphil

06-25-07, 10:11 AM
137) The next monster mentioned by name suddenly appears with 15 feet of the wielder. It disappears after 1d6 rounds.

138) The rod of wonder teleports into the target's hand. If the target wields a weapon or some other device, that item teleports into the hands of the wielder.

139)The wielder and the target are both displaced.

140) A mob of mephits (1d8+4 mephits of mixed types) swoop in and wreak havoc, attempting to steal or break anything within reach for 1d10+2 rounds.
Abyssal_Eye

06-25-07, 06:45 PM
141) Next to the Target a Human Barbarian of ½ the users character level (DMG statistics) is summoned. He immediately attacks the nearest foe, or if none are present, the nearest potential source of danger (this includes the PCs) with a loud war cry (“LEEEEEEROOOOY JEEEEEEENKIIIIIIINS!”) and will fight to the death, then he simply vanishes :D
sabrewolf

06-26-07, 04:24 AM
142- User look at the rod.. then wonders..... <nothing happens>

143- User is changed into a random animal, as per Reincarnation. Yet, his size becomes small and he keeps speech and manipulating able hands. He gains scent, speed is +10' when running on fours, and his clothes / gear adapt to the new form. (redwall anyone?)

144- Same as 143, but affects a random ally.

145- Same as 143, but affects a random foe.

146- The rod´s end morphs into a mouth and start singing. Everyone is affected by a random bardical song (of 1D20th level).
Andorxor

06-26-07, 06:17 AM
147. The memorys of everyone in a 100 feet radius around the user are modified.They all remember now that they grow up in the hometown of the user.

148. The rod turns permanently invisble
Adrez Nesnsid

07-03-07, 09:51 PM
:bump:
EyelessBeholder

07-04-07, 08:19 AM
149. The user and the target switch bodies.
Adrez Nesnsid

10-03-07, 07:20 PM
:bump: