Rod of Chance (1d199)

The Rod of Chance is a more advanced version of the Rod of Wonder capable of far greater random feats of magic. Envisioned by a wizard who's name is long forgotten but never completed.

1d199 Result

1

Target turns to stone

2

Caster glows a bright pink

3

Room or area is filled with a very bright light

4

Roll 1d20 Daggers fly from the wand towards target

5

Heavy stone block appears above caster then falls Roll 2d20 damage (ReflexDC20, strengthCheckDC15 to move)

6

Wand shoots a fireball (as cast by 10th level caster)

7

Wand teleports caster behind target

8

Wielder becomes an automatic epic level character

9

Random roll. One member of party grows branches for Roll 1d10 rounds

10

Caster multiplies. Creates one more exactly like himself

11

Target multiplies. Creates one more exactly like himself

12

All gold on caster doubles

13

All gold on target doubles

14

Something belonging to the caster appears in the target's hands (caster’s choice)

15

Casters hair falls out (grows back normally)

16

Target disappears

17

Wand turns ground around caster to mud

18

Party is teleported 30 feet in random direction

19

Target ages 100 years

20

Caster learns a new language

21

Caster loses a language

22

Target learns a new language

23

Target loses a language

24

Caster changes sex

25

Target changes sex

26

Everyone in 60 ft radius changes sex

27

Absolutely nothing happens, go figure

28

Target's size is halved

29

Caster’s size is halved

30

Target's size is doubled

31

Caster’s size is doubled

32

Caster gains X-ray vision for Roll 1d10 rounds

33

Caster becomes immortal (will not age but can be killed)

34

Caster doubles his/her weight

35

Target doubles his/her weight

36

Roll 1d100 lbs of Manure buries Target Or Wand Wielder 50% chance

37

Target gains additional Roll on "Random Body Part (Sub-Chart)"

38

Caster gains additional Roll on "Random Body Part (Sub-Chart)"

39

Wielder becomes in love with next monster he/she sees

40

Target becomes in love with next monster he/she sees

41

Caster becomes monster magnet (monster will attack caster every Roll 1d4 hours increasing to Roll 1d4 minutes after 3 days until caster is dead)

42

Caster turns blue, green or purple permanently

43

Target turns blue, green or purple permanently

44

Heavy rain falls for Roll 1d4 rounds in 60 ft radius centered on the wielder.

45

Summon an animal – Roll on "Random Animal (Sub-Chart)"

46

Lightning bolt (70 ft long 5 ft wide) Roll 6d6 damage (Reflex DC15 half)

47

Stream of 600 large butterflies pours forth and flutters around for 2 rounds, blinding everyone (including wielder) within 25 ft. (Reflex DC 14 negates)

48

Darkness, 30-ft.-diameter, centered on wielder

49

Grass grows in 160-sq.-ft. area before the rod, or grass existing there grows to ten times normal size

50

Turn ethereal any nonliving object of up to 1,000 lb. mass and up to 30 cu. ft. in size

51

Invisibility covers rod wielder

52

All living creatures (humanoids, animals etc) are invisible to wielder for Roll 1d4 rounds

53

Leaves grow on target lasting 24 hours

54

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

55

Wielders hair grows 6 inches

56

Targets hair grows 6 inches

57

Wielders alignment changes to chaotic (any)

58

Targets alignment changes to chaotic (any)

59

Wielders race changes d6(Human, Dwarf, Elf, Gnome, Half-elf, Half-orc or Halfling, remove characters race)

60

Targets race changes d6 (Human, Dwarf, Elf, Gnome, Half-elf, Half-orc or Halfling, remove characters race)

61

Summon Monster V attacks caster

62

Rains fish 60 ft radius centered at wielder

63

5 gold piece falls on wielders head

64

5 gold piece falls on targets head

65

Rotten food falls on targets head

66

Targets weapon becomes fish for Roll 1d4 rounds

67

Rod becomes fish for Roll 1d4 rounds

68

Wielder becomes penguin for Roll 1d4 rounds

69

Target becomes penguin for Roll 1d4 rounds

70

Closest house disappears leaving contents

71

Targets tongue swells removing ability to speak

72

Roll twice more

73

Targets cloths turn to jesters outfit

74

Targets cloths turn to royal outfit

75

Target feels compelled to dance for Roll 1d4 rounds

76

Target turns into a whale for 1 round

77

Deludes wielder for 1 round into believing the rod functions as indicated by a second die roll

78

Target becomes child for Roll 1d4 rounds

79

Target finds self sitting on goat

80

Wielder finds self sitting on goat

81

Everyone in 60 ft radius finds self sitting on goats

82

Target becomes art history buff

83

Target becomes goat for Roll 1d4 rounds

84

Wielder becomes goat for Roll 1d4 rounds

85

Target worships own shoes

86

Target is inflicted with OCD

87

Target runs around in circles for Roll 1d4 rounds

88

Wielder is deluded into thinking they are a chicken for Roll 1d4 rounds

89

Target becomes obsessed with own reflection must find mirror within 5 rounds or become panicked, sickened, and confused

90

Wielder becomes a chicken for Roll 1d4 rounds

91

Target glows green

92

Fireworks erupt from rod

93

Targets cloths disappear permanently

94

Hole opens up under target, target falls, hole closes target falls from sky Roll 5d6 damage (Reflex DC17)

95

Target can only communicate through song permanently (Will Save DC 17)

96

Target becomes magnet for Roll 1d4 rounds

97

Target falls asleep for Roll 1d4 rounds (will save DC 17)

98

Wielder falls asleep for Roll 1d4 rounds (will save DC 17)

99

Wielder runs around in circles for Roll 1d4 rounds

100

Target is deluded into thinking they are a chicken for Roll 1d4 rounds

101

House falls on wielder (no damage). Wielder has house

102

Incorporeal annoying human follows caster (cannot effect anything)

103

Incorporeal annoying human follows target (cannot effect anything)

104

Target’s clothes switch with tuxedo

105

Target's clothes switch with rags

106

Wielder gains trained pet hippo

107

Target gains indestructible chest with lock no key

108

Target grows small useless horns. If target already had horns, the horns grow Roll 1d3 sizes.

109

Target’s mind is muddled and calls everyone Bruce for 1 day

110

A Kangaroo jumps between the wielder and target and is gone with no trace

111

Target's nose grows 1 foot per round for Roll 1d4+1 rounds

112

Target's eyes pop out and hang down 5 cm but still function

113

Cow falls from sky in distance

114

Target's shoes disappear

115

Target's hair grows 1 foot a second for Roll 1d4+1 rounds

116

Target becomes a young evil golden dragon

117

Target teleports to large room with piles of gold for 3 seconds then is teleported back to original location.

118

Santa hat appears on targets head

119

Target is thrown backward 30 feet landing face up

120

Rod produces god like background lightning effects with no effect

121

Target's nose hair grows 5 feet

122

Wielder's nose hair grows 5 feet

123

Flowers sprout from the end of the rod

124

If inside, room fills to 3 feet with water; if outside, the ground is wet in a 180 foot area

125

A giant vine springs from the rod entangles the target and smashes them on the ground before disappearing Roll 3d10 damage (reflex 20)

126

A mysterious peasant boy grabs your money pouch and runs off (30’) if you catch the boy he will return it then disappear if not caught in Roll 1d6+1 rounds the money is gone forever

127

A small rock falls on your head 1 damage

128

A small rock falls on the targets head 1 damage

129

A giant booming voice that seems to be all around you and can be heard for 1 mile says “1… 2… 6…

130

Bright flowers grow everywhere in a 30 foot radius around the wielder

131

Wielder receives a cursed teddy bear (turns children evil no effect to adults)

132

Rains ale in a 60 foot area

133

The ground shakes for 3 rounds. Each round, everyone must make a DC 15 Balance check to stay on their feet

134

A flock of emus runs past before disappearing behind a corner

135

A pink elephant walks past before disappearing behind a corner

136

A pig shoots over head like it was shot from a cannon oink

137

Wielders speed decreases by 10ft

138

Wielders speed increases by 10ft

139

Milk starts pouring out of your ears for Roll 1d4 rounds

140

Milk starts pouring out of the targets ears for Roll 1d4 rounds

141

5000 gold coins start falling from the sky in a 20ft diameter circle, for Roll 1d6+1 rounds

142

The next 5000 gold coins in your money bag disappear when placed there

143

Every one in the street starts pelting you with eggs for Roll 10d20 rounds

144

A disc hits the wielder at high speeds, causing Roll 2d20 points of damage.

145

A "Deck of Many Things" appears, and the wielder is forced to draw at least once.

146

All females in a 15 ft. radius have their chests grow Roll 1d3 sizes.

147

All males in a 15 ft. radius have their chests grow Roll 1d3 sizes.

148

The wielder becomes hungrier with each meal eaten for Roll 1d3 days.

149

The wielder is not hungry and needs no food or drink for Roll 1d3 days.

150

Every other living being disappears for 1D6 days.

151

Everything in the world besides the wielder, and things such as spells,other movement etc. that are caused by the wielder happen in slow motion(To outsiders, the wielder is in fast motion) until the wielder wishes it to return to normal speed.(As with haste)

152

A closet falls next to the wielder, first person to open closet gains two levels in bard and a cello worth 5000 gold.

153

Wielder gains one object of their choice.

154

Wielder gains flesh eating disease (1d8 damage/target's level per day, 1d4 points Con per month)

155

Wielder gets common disease(random).

156

Target gets common disease (random).

157

A celestial lands next to the wielder.

158

zone of truth cast on everyone in 100 ft, no save.

159

Wielder turned into a polar bear for Roll 1d4 days

160

Target turned into a polar bear for Roll 1d4 days

161

Target or wielder (50% chance for either) becomes extremely obese, lowering his or her speed by 10 feet and their dex by 4 until they go on a diet for Roll 1d6 weeks

162

Target or wielder (50% chance for either) becomes extremely thin, giving them -2 to charisma, but a +4 to all escape artist checks until they eat double the normal food for 1 week

163

target dies (instant kill)

164

wielder or target (decided by coin flip) gains +1 CHA permanently

165

target starts to age in reverse (up to non-existence)

166

roll again my friend!:)

167

Wielder is attacked by Roll 4d6 potatoes that explode within one round, each one does 1 point of force damage

168

Another rod of chance is created for Roll 2d4 turns

169

Wielder gains 170 years if they are human, any longer living race gains 1700 years.

170

Purple haze clouds the wielder's mind

171

DM becomes a PC and the next random person walking by the table is the new DM.

172

Wielder or target (1d2) is given a hammer, a bell, and a song.

173

The wizard of the party turns into dire rat with a wand of Fireballs

174

Automatically changes class to commoner

175

Everyone begins to talk about strange things like "Ike" and "The Ol' War Wound"

176

Wielder or target is ran over by a merchant's cart, no matter where they are and when.

177

you gain an adopted 7-year old!

178

Wielder is compelled to put down the rod of wonder and slap target creature with no attack of opportunity from defender

179

target goes through all the stages of pregnancy within Roll 1d8+2 rounds

180

a chipmunk makes its home in your hair (if you have no hair then in your inventory)

181

your face looks literally like the back side of a barn (-3 to cha) for Roll 1d8 days

182

you gain a levitating hammock for Roll 5d8 rounds

183

you get Roll 1d8+1 free skill ranks!

184

Rod fires Roll 2d10 high quality miniature figurines at target (no damage).

185

Roll 2d20 incorporeal Kobolds fall from the sky and revere the wielder as a God

186

Ted the Mind Flayer appears nearby, plane shifts away next turn

187

Target and wielder switch places.

188

Wielder polymorphs into a Kobold

189

Target polymorphs into a pixie

190

Roll 2d8 Kobolds fall from the sky and attack wielder

191

Roll 2d8 Kobolds fall from the sky and attack target

192

Wielder picks new race for self or target

193

Random small object on target are Animated and begin to relentlessly attack the target.

194

Target is killed or becomes unconscious (wielders choice)

195

DM Picks effect

196

Wielder gets one wish or miracle (50% chance for either)

197

Every player playing switches characters clockwise until the end of the session

198

Any and all effects caused by the rod revert back to normal.

199

You and all allies are planeshifted to a god's side