effects of wonder

Mar 30, 2008 12:28

Someone wanted this from me, so I decided to post it up.

History: The Zombie House Planar Campaigns I & II had these rods of wonder that gained effects as time went by. It was further discovered that these rods were made by the party's nemesis Tash, and evil wizard bent on taking over the planes through use of the planar super keys called "mogrites." Tash's specialty was rod creation, and he made three of these rods of wonder. Each of the three rods got "experience" as they were used, gaining effects that were then shared between the rest of the rods. Planar Campaign I party found one rod (I can't remember where), then the second on Tash's dead body when we defeated him at the end of Champaign I. In Champaign II, the new party eventually found itself on Tash's demiplane, where they found a rod of their own in his wizard tower. With all three rods in hand, they eventually came in contact with Dorian McKraken, one of the characters from the first campaign. He had the Alchemist's Cube (aka the Horadric Cube from Diablo II) in which three similar items could be placed in the Cube; the button was pressed, and the three items would be combined. They proceeded to do this with the three (now epic) rods of wonder, which thus turned into the staff of wonder. This staff was identical to the previous rods, except you roll on the table three times, and each effect happens.

The rod(s) and staff got many interesting uses, and, at times, made the campaigns very interesting.

20th level makes DCs = 10 + spell lvl + Int. Mod (of +10)

The roll is one d10 for one's place, one d10 for ten's place, and a d4 or d6/2 for the hundred's place (ie, 1 is 1~100, 2 is 100~200, 3 is 200~300, and 4 is reroll).


d% EFFECT
1 Target is fatigued for 10 rounds (Will DC 21)
2 Target is exhausted for 10 rounds (Will DC 22)
3 Target is slowed for 10 rounds. (Will DC 23)
4 Target is paralyzed for 10 rounds. (Will DC 23)
5 Target is put into temporal stasis (Fort DC 28 negates).
6 User speaks nothing but Spanish for 10 minutes.
7 User speaks nothing but Russian for 10 minutes.
8 User speaks nothing but German for 10 minutes.
9 User speaks nothing but Japanese for 10 minutes.
10 User speaks nothing but Sigilian Slang for 10 minutes.
11 Target's underwear shrinks one whole size, dazing them for one round to remove wedgie.
12 Wielder learns target's thoughts for 1d4 rounds.
13 Wielder believes the rod is a weapon of the gods for one round
14 Stinking cloud at 30' range (Fort DC 23 negates).
15 Cats fall from the sky for one round in a 60' radius around the wielder.
16 Summon a random ally to the wielder's side.
17 Lightning Bolt (120' long line), 10d6 damage (Ref DC 23 for half) is fired at target.
18 Chain Lightning is cast at target, 20d6 damage (Ref DC 26 for half).
19 Wielder undoes one effect currently effecting the target.
20 Wielder switches the bodies of every living, sentient being within a 30' radius for one
hour.
21 Target grows one size category larger (Fort DC 21 negates) for 1d10 rounds.
22 Target grows two size category larger (Fort DC 22 negates) for 1d10 rounds.
23 Target grows three size category larger (Fort DC 23 negates) for 1d10 rounds.
24 Target grows four size category larger (Fort DC 24 negates) for 1d10 rounds.
25 Target grows five size category larger (Fort DC 25 negates) for 1d10 rounds.
26 Twelve 3 inch quartz pebbles appears in front of target.
27 3 foot quartz boulder appears in front of target.
28 Wielder or target (50% chance) changes sex permanently.
29 Reduce wielder to 1/12 height (but not weight) for 1d10 minutes.
30 Rod becomes an Ugly Stick (quarterstaff) for 1d4 rounds. Does 1d6 CHA damage on hit.
31 Fireball at target, or 100' ahead. 10d6 damage (Ref DC 23 for half).
32 Delayed blast fireball bead appears in yours or the target's hand (50% chance), explodes in 1d6 rnd. 20d6 damage (Ref DC 27 for half).
33 Invisibility covers wielder for 20 minutes.
34 Invisibility covers everything within a 30' radius for 20 minutes.
35 Everything within 60' of caster is surrounded with Fairy Fire for 20 minutes.
36 Wielder turns ethereal for 20 rounds.
37 Wielder turns everything ethereal in 30' radius for 20 minutes.
38 Leaves grow from target if within 60' of wielder. Leaves lasts 24 hours.
39 Stream of alcohol sprays in a 15' radius cone at 100' range.
40 Permanently summon animal d%: 1-25% = dog, 26-75% = cat, 76-100% = bear.
41 Wielder or target (50% chance) turn blue.
42 Wielder or target (50% chance) turn purple.
43 Wielder or target (50% chance) turn green.
44 Flesh to stone (or Stone to flesh, depending) is cast on target if within 60' (Fort DC 26 negates).
45 Hygiene is cast on target.
46 Dirty (opposite of hygiene) is cast on at target.
47 Bees pour out of rod for 1d100 rounds or until wielder deactivates.
48 Affect normal fire cast (2E).
49 Nut shot to nearest male (besides wielder) takes 1d6 damage and is fatigued for 1d6 rounds.
50 Punch in the ovaries to nearest female (besides wielder). Same effects as nut shot above.
51 All wands within a 10' radius go off, affecting the wands' wielders' choice of target.
52 Target is infused with Mountain Dew and is hasted but must pee every 10 minutes for 1d4 hours (or will wet themselves).
53 30' cloud of poisonous fog deals damage according to Fibonacci Sequence (1,1,2,3,5,8,13,21,34,55,89,144,233, etc.).
54 Know one yes/no fact about target.
55 Roll again 5 times: all effects happen at once.
56 Gives one item "returning" feature permanently.
57 Gives one item "steadfast" (cannot be thrown no matter what) feature permanently.
58 Target has X-ray vision for 30 minutes.
59 Cast any "fireball" (from any system) as a minimum level caster. Each type can only be used once.
60 Target is drunk, even if normally immune to such effects. Fort DC 30 to sober up. DC decreases by 1 every hour.
61 Summons bear trap randomly hidden within a 1 mile radius around the wielder.
62 Target is effected by the Grease spell.
63 Target's alignment reverses for 1d20 rounds.
64 A delicious sandwich appears in front of wielder. 25% chance to be evil.
65 Rod stops working for 1d6 hours.
66 Teleport target to arbitrary plane (DM's choice) but the wielder knows where.
67 Wielder's eyes enter rod - he can only see what the rod is pointed at. Remove blindness cures.
68 Next time something goes wrong, target will be blamed for it by everyone.
69 Target gets tattoo of wielder's choice.
70 Zeppelin is summoned near wielder.
71 Lead (20 lbs.) is summoned near wielder.
72 Lead zeppelin is summoned near wielder.
73 Led Zeplin is summoned near wielder.
74 All rods in the planescapes go off on their owner.
75 Target plays chess with wielder (opposed Int checks), loser looses a finger of winner's choice
76 Predict Weather is cast (3.5E).
77 Weather for the next 24 hours is perfectly known to the wielder.
78 Weather for the next 24 hours is known to the wielder, but is completely wrong.
79 Heal/Harm is cast on target - wielder's choice.
80 All under within 1 mile must do "thriller" dance for 3 minutes.
81 A clearly labeled Wand of Cancer is spawned in front of caster.
82 Wielder telefrags foe of choice in plane.
83 Arbitrary (DMs choice) deity is summoned, who is probably annoyed.
84 Obscuring mist is cast on target.
85 Target channels dead politician of wielder's choice for 100 minutes.
86 Wielder gets bored and wanders off for 1d6 rounds.
87 Wielder and target trade places… and pants.
88 Target and equipment age one year.
89 Target is compelled (Will DC 22) or corpse dances all fallen foes they killed or helped kill, each taking 1 round.
90 Wielder gains periwinkle scales all around his body for one day.
91 Visions appear to target of a happy place and is unresponsive for 1d20 rounds.
92 Ductape appears upon the target and is considered bound for 3 rounds (STR check 35 to escape).
93 A remote appears in the wielder's hand with 5 buttons: Power, vol up, vol down, play, and fast forward. Remote affects all electronics.
94 601 large butterflies pour forth from the wand, fluttering for 2 rounds, blinding everyone in 25' radius (Ref DC 24 negates).
95 Casts Gust of Wind, but at windstorm force (Fort DC 24 negates) (p. 95 in 3.5E DMG for details).
96 Light rain falls for 1d4 rounds in a 60' radius, centered on wielder.
97 Heavy rains falls for 1d4 rounds in a 60' radius, centered on wielder.
98 Thunderstorm forms for 1d4 rounds in a 60' radius, centered on wielder.
99 Tropical storm forms for 1d4 rounds in a 60' radius, centered on wielder.
100 Hurricane forms for 1d4 rounds in a 60' radius, centered on wielder.
101 Darkness in a 30' radius hemisphere is cast on target for 200 minutes.
102 Deeper darkness in a 60' radius sphere is cast on target for 200 minutes.
103 Evard's Black Tentacles grapple all within a 15' spread of the wielder.
104 Wielder glows as the sun for 1d8 rounds. Anyone looking upon him is blinded for 1d4 rounds.
105 Target cannot stop laughing ala Tasha's Hideous Laughter for 20 rounds (Will DC 22 negates).
106 All the target's clothes fall off.
107 Target looks like the wielder's worst enemy and vise versa for 1d10 rounds.
108 Glibness is cast upon both the target and the wielder.
109 The wielder's future self (from 1 round in the future) appears for 1 round.
110 Zone of Silence around you and target for 2 minutes.
111 An entire feast, complete with table and settings appears with enough for everyone within a 30' radius.
112 Death Knell is cast on all dying creatures within 30' - Wielder gains 1d8 HP, +2 Str, and +1 lvl for each killed in this way.
113 Zone of Truth surrounds wielder in a 30' radius for 20 minutes.
114 Next roll has to be rerolled, second result taken.
115 All plants in a 100' radius of wielder grow uncontrollably.
116 The next being to die in the wielder's presence is automatically reincarnated.
117 10' Antilife shell is centered on wielder for 10 minutes.
118 100' Antilife shell is centered on wielder for 10 minutes.
119 A 5' radius around the target has reverse gravity for 20 rounds.
120 Wielder's speed doubles uncontrollably while the target's is halved uncontrollably.
121 Target looks like a tree (but isn't actually one) for 20 rounds.
122 Target hovers 2" off all surfaces and cannot touch them for 1 hour.
123 All plants can speak to wielder and will not shut up for 30 minutes.
124 Rod spits out a continuous Ray of Frost for 1 minute. (1d3 damage per round.)
125 Target or wielder is imbued with a Shocking Grasp (unknown to him). (50% chance.)
126 42 Magic Missiles stream out of the rod and seek random targets within 20' of target.
127 Whatever the wielder speaks comes out of the target's mouth and vise versa for 10 minutes.
128 Target gets a +100 to their next jump check (unknown to them).
129 Target gets a -100 to their next bluff check (unknown to them).
130 Wielder gets a +100 to their next tumble check (unknown to them).
131 Target is pimp slapped once for every person within 30' radius of them for 1 damage each.
132 The next thing the wielder writes acts as explosive runes, dealing 6d6 damage to whomever reads it.
133 Target immediately rages (Will DC 25 to negate).
134 Target balloons out and pops into a Gaseous Form for 1d4 rounds (Fort DC 25 negates).
135 Simulacrum of target immediately forms next to target.
136 Target is incased in a prismatic sphere.
137 Rod fires an antimagic ray at target (ranged touch to hit).
138 A 60' antimagic field surrounds wielder or target (50% chance).
139 All corpses in a 60' radius around the wielder rise as undead zombies under his control.
140 Wielder gains Foresight for 200 minutes.
141 Wielder gains bad foresight for 200 minutes.
142 A Mudball is sent at target, dealing 1d8+20 damage and blinds them (Fort DC 21 negates blindness).
143 Target's weight is increased by four fold for 200 minutes (Fort DC 21 negates).
144 Wielder's weight is decreased 100 fold for 200 minutes (Fort DC 21 negates).
145 The temperature in a 30' radius around the wielder drops 1d100 degrees F.
146 The temperature in a 30' radius around the wielder rises 1d100 degrees F.
147 Caster's hand becomes magnetic for 1 hour.
148 All allies get a green triangle that hovers above their head while foes get a red triangle from now till the end of the next combat.
149 All ranged attacks bounce off wielder and back to attacker for 1d6 rounds.
150 Forcebeam shoots out of rod at target, dealing 20d6 damage and knocking target down (Ref DC 30 for half).
151 All dead within 20' radius of the wielder rise (alive) for 1d4 rounds.
152 Wielder goes blind but gains blindsight for 1d20 rounds.
153 Target turns to glass (Fort DC 26 negates).
154 Target's intelligence lowers by 3d6.
155 Target becomes 10 years younger (physically but not mentally).
156 Target becomes 10 years younger (mentally but not physically).
157 Next roll critically succeeds.
158 Next roll critically fails.
159 Wielder's Fort becomes Will, Will becomes Ref, Ref becomes Fort, for 24 hours.
160 50% chance target or wielder gets Freedom of movement cast upon them for 200 minutes.
161 Wielder hiccups for 1 round and is considered dazed.
162 Rod is teleported into nearest foes hand.
163 The face of the target morphs into a flat yellow plane with two dots for eyes and a curved line for a smile. This effect silences the target.
164 The rod thrashes wildly for 1d20 rounds and activates itself, targeting randomly.
165 All allies within 50' of you are affected by haste, fly, and bulls strength spells for 1d4+1 rounds.
166 All allies within 50' of you are affected by slow, doom, and ray of enfeeblement spells for 1d4+1 rounds.
167 The wielder is banned from reality for 1d100 hours. He comes back at the same place or in the closest safe place.
168 Target teleports randomly for 1d10 rounds (as by a dimension door effect).
169 Wielder teleports to whatever they are looking at once a round for 1d10 rounds.
170 All wands within a 60' radius gain 1d20 charges, above 50 if need be.
171 All who pass within 10' of the wielder belch, for a day.
172 All items that the wielder and target are wearing disappear for 1d4 minutes, then return exactly where they disappeared.
173 An item in the users possession becomes magical and intelligent (with randomly rolled stats).
174 Target becomes one step friendlier towards you, as if the subject of a successful Diplomacy check. No save.
175 All coins carried by the wielder are fired from the rod in a 30 foot cone. 1d6 damage per 100 coins (Ref half DC 15).
176 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.
177 All within 30 feet are transported to a Magnificent Mansion. While the mansion lasts, all inhabitants are under a Geas not to attack one another.
178 The rod explodes, dealing 10d6 nonlethal damage. It regenerates slowly in the next 1d6 days.
179 A colossal golem made of cheese appears in front of the wielder under their control. It has the stats of a 1st level commoner.
180 Wielder or target (50%) is flung 50' straight up into the air.
181 For 1d4 days any walls you come in contact with (touch) will bleed for no apparent reason. (1 gallon/ wall goat blood) (if living, DC 15 Will.)
182 A random stranger will always by you a drink whenever you are in a bar.
183 Every creature within 100' gets a free, standard, Rod of Wonder.
184 The wielder is implanted with the notion that gazebos are dangerous, cunning foes.
185 A gazebo on the plane is granted sapience. Treat as an intelligent, neutral evil animated object with the special ability to Swallow Whole.
186 Everyone in combat experiences a "rewinding" effect, watching their previous actions replay backwards as they move back in time 1d6 rounds.
187 The Rod triples in size, becoming proportionally heavier as well.
188 The Rod thirds its size, becoming proportionally lighter as well.
189 A large chest appears before the wielder. It contains random appropriate treasure. (10% chance it’s a mimic.)
190 The target takes 5d6 bludgeoning damage as a gigantic foot descends from the sky, stomping on the victim (Ref for half, DC 20).
191 History is changed to the effect that the wielder and target are now siblings, no matter how implausible this could be, and are aware of this.
192 Everyone in 120' of the wielder regains all hit points, all uses of special abilities, and regains all spells as though having rested for eight hours.
193 The wielder grows large antlers. These grant him a 1d6 gore attack, though they will molt as the seasons change, like a regular deer.
194 All the wielder's allies have Feather fall for their next 10'+ fall.
195 A Floating disc now permanently follows the wielder and can hold 2000 lbs.
196 Target and wielder both get a +1 to a random stat, permanently.
197 Target and wielder both get a -1 to a random stat, permanently.
198 Target and wielder both get a +4 to a random stat for 1d10 minutes.
199 Target and wielder both get a -4 to a random stat for 1d10 minutes.
200 A Gate to a random plane is opened in front of the target.
201 All fruit the target touches are treated as goodberries. They taste rotten, however.
202 All fruit the wielder touches are treated as badberriers (doing 1 damage upon consumption). They taste really, really good, however.
203 Whenever the wielder attacks their opposite alignment, they do +1d6 dmg. Same alignment, -1d6 dmg.
204 Target is covered with Acid fog (2d6 dmg/r) for 20 rounds.
205 Target gains the effects of Aid.
206 Random curse is bestowed on both target and wielder.
207 Target is blinded, wielder is deafened, permanently.
208 Target is deafened, wielder is blinded, permanently.
209 Rod is effected by the Changestaff spell and becomes a huge 24' tall teantlike creature for 20 hours.
210 All metal in a 30' radius is chilled as per the Chill Metal spell.
211 Fireworks shoot out of the end of the rod. They are nondamaging, but very pretty.
212 All creatures in a 30' radius are effected by sleep if 10 HD or below, Will DC 23 negates.
213 Wielder detects good, evil, law, chaos, magic, plants, animals, poison, scrying, secret doors, snares, pits, thoughts and undead for 2 hours.
214 A 20' ray Dimensional Lock emanates from the wielder for 20 days.
215 A crackling black beam shoots out of the rod at the target (ranged touch to hit) and gains 1d4 negative levels.
216 All plants within line of sight of the wielder begin Entangling for 20 minutes.
217 One random text or image is erased within 30' of the wielder.
218 Target gains fear effect permanently, which affect all within a 10' radius, with a Will DC 10+1/2lvl+Cha to negate the fear.
219 The wielder immediately drops anything he's carrying in his hands, including the rod.
220 4000 sqft of area around the wielder (up to 20' high) is protected by the Guards and Wards spell for a week.
221 All metal in a 30' radius is heated as per the Heat Metal spell.
222 No animals can detect the wielder or target for 200 minutes.
223 A Holy/Unholy/Axiomatic/Anarchic sword (1d4 for type) appears in front of wielder and attacks the most opposed alignment there is nearby.
224 Water explodes out of the target and into the wielder. Target takes 20d6 dmg (20d8 if water or plant) (Fort DC 28 for half) and wielder gets -4 to all rolls until he pees.
225 One item with properties unknown to the wielder is immediately identified, in full.
226 Target implodes and dies (Fort DC 29 negates). This has no effect on incorporeal or gaseous creatures.
227 Wielder gains a second personality, which takes control on a critically failed Will save, for 1d6 hours.
228 One object within 30' radius of the wielder is imbued with permanent Light.
229 One thing that can be closed or opened, that is currently closed on the target, is opened.
230 Wielder immediately knows the direction of the most prominent direction axis (normally north). If there isn't one, he thinks he knows.
231 You immediately recall one spell used in the past 24 hours. If you don't cast spells, you gain the use of one 1st level spell, one time only.
232 One nonmagical object on target starts emitting a very powerful magical aura, but gains no magical powers.
233 One magical object on the target looses its magical aura, but not its powers.
234 A section of the nearest wall to the wielder explodes outward, creating a doorway.
235 Last spell cast in the plane is now permanent.
236 Power Word Rock's mosh pit effect affects all in a 30' radius.
237 Wielder gains the permanent use of Prestidigitation.
238 Target gains 10/magic against only ranged weapons permanently.
239 Wielder gains 10/adamantine against only rocks permanently.
240 Everyone in 100' of the wielder gains 10/epic against only pants permanently.
241 Wielder gets Protection from Arrows, Chaos, Energy, Evil, Good, Law, and Spells for 20 minutes.
242 All nonmagical fires within line of sight of the wielder are immediately quenched.
243 Target is affected by Remove Blindness, Deafness, Curse, Disease, Fear, and Paralysis.
244 All the wielder's metal items immediately fly into the target, doing 1d6 dmg per item, and stick for 1d10 minutes.
245 The next spell to be cast within 30' of the wielder is changed into a shadow spell and can be disbelieved (Will DC 24) for 20% effectiveness.
246 All nonmagical crystalline/glass objects shatter 30' around the wielder; magical objects take 10d6 damage, Fort DC 22 for half.
247 The next living thing the wielder touches is slain, ala Slay Living: Fort DC 25 and the living thing takes 3d6+20 damage instead of dying.
248 The next spell cast within 30' of the rod is absorbed by it instead, and can be used at any later time by the wielder.
249 All rocky ground, stones, rock, and plants grow spikes within a mile of the wielder. If passed through, they half speed and do 1d8 dmg per 5'.
250 Everyone get HP life bars and status condition lists that float above their head. Allies bars and lists are only visible to allies, etc.
251 Sunburst explodes around the target, except it's gamma radiation, not sunlight. (4d6 dmg, 20d6 to oozes etc./undead.) Instead of being blinded, all in the area get cancer.
252 The next 8 things touched by the wielder get Symbols of Death, Fear, Insanity, Pain, Persuasion, Sleep, Stunning, and Weakness, in that order, placed upon them.
253 Target is incased in a telekinetic sphere for 20 minutes (Ref DC 28 negates).
254 All metal and rock in a 30' radius of the wielder is transmuted into wood and mud, respectively.
255 All wood and mud in a 30' radius of the wielder is transmuted into metal and rock, respectively.
256 All metal is transmuted to rock, rock to wood, wood to mud, and mud to metal within a 30' radius of the wielder.
257 All rock is transmuted to metal, metal to mud, mud to wood, and wood to rock within a 30' radius of the wielder.
258 The next attack is made at a +20 to hit.
259 The next attack is made at a -20 to hit.
260 Wielder's or target's alignment (50% chance) is made permanently undetectable.
261 In a cube is made around the wielder (50' long on a side), each side a different Wall spell: Fire, Force, Ice, Iron, Stone, and Thorns.
262 Wielder can breath water but not air for a day.
263 Wielder and target both get to make a single wish, but they both have to spend the XP to do so.
264 All damage, healing, and spell/psionic effects are shared between everyone within 20' of the wielder for 20 rounds.
265 Wielder permanently gains a random language.
266 Target permanently gains a random armor, weapon (including exotic), or shield proficiency.
267 Wielder gains a 1' flight speed permanently.
268 Target gains a 1' swim speed permanently.
269 You can take any amount of your current XP and GP and create any magic item in the DMG, on the spot.
270 Wielder gains DR 1/magic permanently
271 Wielder gains SR +2 permanently.
272 Wielder's check penalty permanently decreases by 1 to a minimum of 0.
273 Wielder's hair color changes to bright pink, no save. Can only be undone with a Wish or Miracle.
274 Wielder's hair color changes to neon blue, no save. Can only be undone with a Wish or Miracle.
275 Target gains a 1% miss chance permanently.
276 Target's spell failure decreases by 1% permanently.
277 Target's and target's Str becomes Dex, Dex to Con, Con to Int, Int to Wis, and Wis to Cha, for a day.
278 Wielder's and target's Str and Cha switch, Dex and Int switch, and Con and Wis switch, for a day.
279 The rod shakes violently for a round, then splits in twain lengthwise, leaving two identical rods in the wielder's hands.
280 Wielder or target (50%) both gain a permanent +1 to initiative.
281 Every time the wielder rolls a natural 20, he gets a round of applause.
282 Every time the target rolls a natural 1, he gets a round of boos.
283 One random person within 30' of the wielder becomes immune to the effects of alcohol, and can never again get drunk. Only Wish/Miracle can fix it.
284 Next spell cast within 100' of the wielder is Enhanced and Intensified for free.
285 Next spell cast within 100' of the wielder automatically gets minimum values on all variable effects.
286 The plane becomes back and white, and much more contrasting, for a day.
287 Random person near wielder reacts to alcohol and sobriety in an opposite fashion.
288 Damage numbers appear to float out of the wound after the attack is finish, slowly wavering and disappearing.
289 The rod does nothing until 1d6 rnds later when it explodes in an EMP burst, deactivating all electronics for 1d6 hours (Fort DC 25 negates).
290 Target gains 1d20 XP.
291 Wielder looses 1d20 XP.
292 Target looses 1d100 XP to the wielder.
293 Allies gain the experience equivalent to having killed one kobold, split among all characters.
294 The rod shatters into 100 pieces, each one being able to do 1% of the total effects. They can be fused back together.
295 The rod becomes hooked, with a button near the end. When pressed, an Epic Umbrella +10 opens.
296 The rod lengthens, becoming an indestructible 11' pole.
297 The rod becomes as soft and squishy as foam, but still keeps its ridged form.
298 Roll again 10 times: all effects happen one after the other in the next 10 rounds.
299 The rod absorbs the wielder, becoming an intelligent item with the personality, stats, and abilities of the wielder. The rod can use itself, and direct rolls to +/- 10.
300 The rod reverts back to its original state (right after creation), spitting out anything it had stored, which also return to their original state.

~LR
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