D&D Archives08/07/2006


Greater Rod of Wonder Effect Generator
By Darrin Drader



Who wouldn't want a chance to see the City of Slaughter in Pandemonium? Or crumble houses on a whim? Or maybe make that rather sparse patch of grass grow greener and thicker*? You may do these and more with the greater rod of wonder. So, what are you waiting for? Pick up the greater rod of wonder today -- your chance to be the hit of the party beckons! (Well, okay, so it may turn out that you are the person the party hits if you wield this thing, but don't say we didn't warn you!)

If you pick up a greater rod of wonder, you can use the random generator below to help you randomize its effect. For an idea of what to expect, use the rod of wonder entry in the Dungeon Master's Guide as a reference.

(Launch Generator)

Download the Greater Rod of Wonder Effect Generator now (208k ZIP) unzip it into a directory on your machine and run the "index.htm" file in your web browser to use the utility off-line. Runs best in Internet Explorer 6 on Windows and Safari on Mac systems. Includes a printer friendly pdf of this page.

Download a printer friendly version of this page. (75k ZIP/PDF)

NOTE: If you are running Windows XP the latest service pack introduced some security settings that may cause the generator to fail when used off-line. You can go to the directory that has the index.htm file and right click it to bring up the properties for that file. At the bottom there should be a security heading, unblock the file. Then it should run correctly.

*The lawn-trimming attachment is sold separately, so you're going to have to put the gruntwork in on your patch of greenery if you want it to have that neatly trimmed look that municipalities prefer. Or go on a quest to find the rare attachment. It'd be easier to find a nearby goat.

d100; common result on 1-65, uncommon result on 66-95, rare result on 96-100
Common
d% Effect
1-5 Slow creature pointed at for 10 rounds (Will DC 15 negates).
6-9 Faerie fire surrounds the target.
10-14 Deludes wielder for 1 round into believing the rod functions as indicated by a second die roll (no save).
15-18 Gust of wind, but at a windstorm force; see winds DMG p. 95 (Fortitude DC 14 negates).
19-23 Wielder learns target's surface thoughts (as with detect thoughts) for 1d4 rounds (no save).
24-27 Stinking cloud at 30-ft. range (Fortitude DC 15 negates).
28-32 Heavy rain falls for 1 round in 60-ft. radius centered on rod wielder.
33-36 Summon an animal: a rhino (01 - 25 on d%), elephant (26 - 50), or mouse (51 - 100).
37-41 Lightning bolt (70 ft. long, 5 ft. wide), 6d6 damage (Reflex DC 15 half).
42-45 Stream of 600 large butterflies pours forth and flutters around for 2 rounds, blinding everyone (including wielder) within 25 ft. (Reflex DC 14 negates).
46-50 Enlarge person if within 60 ft. of rod (Fortitude DC 13 negates).
51-54 Darkness, 30-ft.-diameter hemisphere, centered 30 ft. away from rod.
55-59 Grass grows in 160-sq.-ft. area before the rod, or grass existing there grows to ten times normal height.
60-63 Turn ethereal any nonliving object of up to 1,000 lb. mass and up to 30 cu. ft. in size.
64-68 Reduce wielder to 1/12 height (no save).
69-72 Fireball at target or 100 ft. straight ahead, 6d6 damage (Reflex DC 15 half).
73-77 Invisibility covers rod wielder.
78-81 Leaves grow from target if within 60 ft. of rod. These last 24 hours.
82-86 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.
87-90 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).
91-95 Wielder (50% chance) or target (50% chance) turns permanently blue, green, or purple (no save).
96-100 Flesh to stone (or stone to flesh if target is stone already) if target is within 60 ft. (Fortitude DC 18 negates).
Uncommon
d% Effect
1-4 Wielder is teleported to the location where she was at exactly one day ago.
5-8 A 200-ft. wall of stone appears wherever the rod wielder wishes it.
9-12 Mass invisibility affects every creature within 900 ft. of the wielder.
13-16 Antimagic field centered on the rod wielder.
17-20 Brilliant light from above illuminates random creature (DMs choice) granting a +3 circumstance bonus on all ranged attacks against that creature.
21-24 Baleful polymorph (DC 25) affects a creature of the rod wielder's choosing.
25-28 Summon monster VIII.
29-32 Delayed blast fireball, at target or 100 ft. straight ahead, causes 15d6 points of fire damage (DC 25).
33-36 Forcecage affects an area selected by the rod wielder.
37-40 Nearest pool of standing water becomes stagnant and undrinkable.
41-44 A random creature within 50 ft. of the rod wielder is affected by eyebite (DC 25).
45-48 The nearest plant is affected by blight.
49-52 Wielder becomes a member of the opposite sex.
53-56 Legend lore is cast upon the item nearest to the rod wielder that is not carried by the wielder or another party member.
57-60 Hold monster (DC 25) is cast against the monster nearest the rod wielder.
61-63 Greater teleport to the nearest city (or place of interest if there are no cities on the plane where the PCs are currently at).
64-67 The creature nearest the rod wielder is afflicted with insanity (DC 25).
68-71 Reverse gravity affects 150 ft., centered on the rod wielder.
72-75 Move earth affects the surrounding area as instructed by the rod wielder.
76-79 Nearest structure house-sized or smaller constructed primarily of wood crumbles.
80-82 Statue is cast upon the wielder.
83-86 The rod wielder or the creature of the wielder's choice is affects by moment of prescience (caster level 20).
87-90 Project image of the rod wielder.
91-93 Transmute rock to mud affects thirty 10-ft. cubes in the locations specified by the rod wielder.
94-97 Power word blind against a creature of the rod wielder's choice.
98-100 Rod fires a disruptor beam (see blaster rifle).
Rare
d% Effect
1-4 Gate (planar travel) to Kord's Realm in Ysgard.
5-8 Gate (planar travel) to Shra'kt'lor in Limbo.
9-12 Gate (planar travel) to the City of Slaughter in Pandemonium.
13-16 Gate (planar travel) to Azzgrat on the 45th layer of the Abyss.
17-20 Gate (planar travel) to the Sand Tombs of Payratheon in Carceri.
21-24 Gate (planar travel) to Khin-Oin the Wasting Tower in Hades.
25-28 Gate (planar travel) to The Crawling City in Gehenna.
29-32 Gate (planar travel) to The City of Minauros in the Nine Hells.
33-36 Gate (planar travel) to Clangor in Acheron.
37-40 Gate (planar travel) to The Center in Mechanus.
41-44 Gate (planar travel) to The Glass Tarn in Celestia.
45-48 Gate (planar travel) to The Golden Hills in Bytopia.
49-52 Gate (planar travel) to The Fortress of the Sun in Elysium.
53-56 Gate (planar travel) to The Grove of Unicorns in the beastlands.
57-60 Gate (planar travel) to The Seldarine in Arborea.
61-64 Gate (planar travel) to Sigil in The Outlands.
65-69 Wielder is affected by the imprisonment spell.
70-73 Day becomes night or night becomes day; the day/night pattern of the planet or plane is permanently offset by half a day.
74-78 Power word kill against a creature of the wielder's choice.
79-83 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.
84-88 Summon monster IX.
89-92 Wielder shapechanges into a creature of the character's choice.
93-96 Iron body affects the wielder for 20 minutes.
97-100 Wish (no XP or gold cost).
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