A rod of wonder is a strange and unpredictable device that randomly generates any number of weird effects each time it is used. (Activating the rod is a standard action.) The usual effects are shown on the table below, but you may alter any of these as you see fit for your own campaign. Typical powers of the rod include the following.
Moderate enchantment; CL 10th; Craft Rod, confusion, creator
must be chaotic; Price 12,000 gp.
01–05 Slow creature pointed at for 10 rounds (Will DC 15
06–10 Faerie fire surrounds the target.
11–15 Deludes wielder for 1 round into believing the rod
functions as indicated by a second die roll (no save).
16–20 Gust of wind, but at windstorm force; see Winds, page 95
(Fortitude DC 14 negates).
21–25 Wielder learns target’s surface thoughts (as with detect
thoughts) for 1d4 rounds (no save).
26–30 Stinking cloud at 30-ft. range (Fortitude DC 15 negates).
31–33 Heavy rain falls for 1 round in 60-ft. radius centered on rod
34–36 Summon an animal—a rhino (01–25 on d%), elephant
(26–50), or mouse (51–100).
37–46 Lightning bolt (70 ft. long, 5 ft. wide), 6d6 damage
(Reflex DC 15 half).
47–49 Stream of 600 large butterflies pours forth and flutters
around for 2 rounds, blinding everyone (including wielder)
within 25 ft. (Reflex DC 14 negates).
50–53 Enlarge person if within 60 ft. of rod (Fortitude DC 13
54–58 Darkness, 30-ft.-diameter hemisphere, centered 30 ft. away
59–62 Grass grows in 160-sq.-ft. area before the rod, or grass
existing there grows to ten times normal size.
63–65 Turn ethereal any nonliving object of up to 1,000 lb. mass
and up to 30 cu. ft. in size.
66–69 Reduce wielder to 1/12 height (no save).
70–79 Fireball at target or 100 ft. straight ahead, 6d6 damage
(Reflex DC 15 half).
80–84 Invisibility covers rod wielder.
85–87 Leaves grow from target if within 60 ft. of rod. These last
88–90 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.
91–95 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).
96–97 Wielder (50% chance) or target (50% chance) turns
permanently blue, green, or purple (no save).
98–100 Flesh to stone (or stone to flesh if target is stone already) if
target is within 60 ft. (Fortitude DC 18 negates).