Rod of wonder

The rod of wonder is a strange and unpredictable device whose effects are an odd mixture of beneficial, harmful, and useless. They are often the product of magical experiments in crafting gone awry.


 * Slow (5% Chance)
 * Slows the target for 10 rounds


 * Chicken polymorph (8% chance)
 * Polymorphs the target into a chicken for 1d4 rounds (3/8 of these occurrences will display a message concerning the polymorph)


 * Fake Spell (5% chance)
 * Casts the visual effects for lightning bolt and fireball


 * Windstorm (5% chance)
 * Plays random wind sound and affects objects within a huge (6.67 meter) distance of the target depending on their object type.
 * Area of effects are destroyed
 * Unlocked doors are opened or closed depending on their current position
 * Creatures failing a fortitude save (DC 15) are knocked down for one round


 * Detect thoughts (5% chance)
 * Gives the caster 30/+5 damage reduction for 1d4 rounds. The amount of damage the reduction can absorb is 5 times the duration in rounds.


 * Stinking cloud (5% chance)
 * Creates a stinking cloud for 1d4 rounds at the target's location


 * Heavy rain (3% chance)
 * Plays a thunder sound and causes rain to fall for 5 rounds; the rain is purely visual.


 * Silly summon (3% chance)
 * Places a creature near the target. The possible creatures are a rat (50% of the time), a cow (25% of the time), and a penguin (25% of the time)


 * Lightning bolt (7% chance)
 * Deals 6d6 electric damage to target (reflex save for half, evasion included) on a successful range touch attack.


 * Polymorph penguin (3% chance)
 * Polymorphs the caster into a penguin


 * Butterfly Spray (3% chance)
 * All creatures within a 20.0 meter radius cone from the caster to the target are blinded for 1d4 rounds if they fail a fortitude save (DC 13) with spell resistance allowed vs. caster level 10.


 * Bull's Strength (4% chance)
 * The targets strength is increased by 1d4 for 1d6 rounds


 * Darkness (5% chance)
 * Applies darkness around the target. This application does not remove the darkness effects when a creature exits.


 * Grass growth (4% chance)
 * Creates an area of entanglement for 1d6 rounds at the target's location


 * Turn ethereal (3% chance)
 * Gives the target 20/+3 damage reduction, immunity to spells of level 2 to and below, and 25% concealment for 1d4 rounds.


 * Target invisible (4% chance)
 * Makes the target invisible for 1d6 rounds.


 * Fireball (7% chance)
 * Casts a caster level 10 fireball at target.


 * Wielder invisible (5% chance)
 * Turns the caster invisible for 1d6 rounds


 * Leaves grow from target (3% chance)
 * Gives a leafy visual effect to the target for 3d10 + 10 rounds


 * Gem spray (3% chance)
 * Each creature within a 30 meter radius cone from the caster to the target is hit with 1d5 gems. The gems combine their damage (1d4 bludgeoning each), though each creature is allowed a reflex save for half damage (evasion not included).  As the gems hit each creature they are added to the creature's inventory.  The gems are the garnet (1/20 of the time), the fire agate, (3/10 of the time), the diamond (3/10 of the time), and the sapphire (7/20 of the time).


 * Shimmering colors (5% chance)
 * All creatures within a 20.0 meter radius cone from the caster to the target are blinded for 1d4 rounds if they fail a fortitude save (DC 13) with spell resistance allowed vs. caster level 19.


 * Wielder turns blue or purple (2% chance)
 * The caster turns either blue or purple (with equal probability) for 3 turns.


 * Flesh to stone or stone to flesh (3% chance)
 * If the target is petrified the stone to flesh spell is cast on the target, otherwise the flesh to stone spell is cast. Both spells have a caster level of 11.