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Rod of WonderEquipment 8


RareChaoticMagical
Source Pathfinder Core Rulebook
Price 465 gp
Weight light

This peculiar rod is strange and unpredictable. Each time it is activated, it produces one of a variety of effects at random.

Activate 2 command, Interact


Effect Choose a creature within 60 feet and roll d% on the table below to determine the rod's effect. If an entry lists only a spell name, the rod casts that spell at its lowest level. You make any decisions for a spell cast by the rod unless otherwise indicated, except that it must target the creature you chose, or the creature you chose must be the center of the spell's area, if it has an area but no targets. If the spell's range is less than 60 feet, increase the range to 60 feet.

Any spell DC required is DC 27, and any spell attack roll required is 1d20+17. If the rod casts a spell on you, you don't get a saving throw or other defense against it.

Once activated, the rod can't be activated again for 1d4 hours.

Roll on the RollTable.Rod of Wonder table to determine the outcome.

Traits

Rare

This rarity indicates that a rules element is very difficult to find in the game world. A rare feat, spell, item or the like is available to players only if the GM decides to include it in the game, typically through discovery during play. Creatures with this trait are rare. They typically can't be summoned. The DC of Recall Knowledge checks related to these creatures is increased by 5.

Magical

Something with the magical trait is imbued with magical energies not tied to a specific tradition of magic. Some items or effects are closely tied to a particular tradition of magic. In these cases, the item has the arcane, divine, occult, or primal trait instead of the magical trait. Any of these traits indicate that the item is magical.