Rod of Malicious Wonder (d100)

d100 Result

1

The Resolve: {target|wielder} rolls on this table every round for the next Roll on "Duration". The wielder can choose who they deem the target each round, as if they were using the Rod of Malicious Wonder.

2

Roll 1d10 of the Resolve: {target|wielder}'s fingers turn to Resolve: {Roll on "Gemstones"|Roll on "Metals"|Roll on "Fantasy Metals"|Roll on "Stones"}

3

The wielder and the target instantly switch places.

4

For the next Resolve: {Roll on "Duration"}, the Resolve: {target|wielder} can see invisible creatures and objects.

5

A Resolve: {Roll on "Summon Aberrations"|Roll on "Summon Beast"|Roll on "Summon Celestial"|Roll on "Summon Construct"|Roll on "Summon Dragon"|Roll on "Summon Elemental"|Roll on "Summon Fey"|Roll on "Summon Fiend"|Roll on "Summon Giant"|Roll on "Summon Humanoid"|Roll on "Summon Monstrosity"|Roll on "Summon Ooze"|Roll on "Summon Plant"|Roll on "Summon Undead"}, controlled by the Resolve: {target|wielder|DM}, appears in a space 5 feet from the Resolve: {target|wielder}. It remains for Resolve: {Roll on "Duration"}.

6

The Resolve: {target|wielder} instantly Resolve: {grow|shrink}s by Roll 1d10 inch(es). This effect lasts for Roll on "Duration", after which time they immediately revert to their original height.

7

The Resolve: {target|wielder} is surrounded by a myriad of swirling, multicolored lights for Roll on "Duration".

8

The Resolve: {target|wielder}'s Roll on "Ability Scores" score changes by Resolve: {-|+}Roll on "Ability Score Change Weighted" for Roll on "Duration".

9

The Resolve: {target|wielder} gains the ability to speak and understand Resolve: {all|animal|plant} speech for the next Roll on "Duration"

10

All edible food within Roll on "Distances - All Weighted" is purified of all poisons and rotten materials (as benefits the Resolve: {target|wielder}).

11

The Resolve: {target|wielder} begins to emit light like a Roll on "Light Levels". This lasts for Roll on "Duration".

12

The Resolve: {target|wielder} becomes a font of healing energies. Any living creature they touch for the next Roll on "Duration" is healed by Roll on "Damage/Healing Low" damage.

13

The Resolve: {wielder|target} immediately gains one wish, as if they had cast the spell Wish. This wish is automatically twisted to be the most negative interpretation possible.

14

All living creatures within Roll on "Distances - All Weighted" of the Resolve: {target|wielder} is immediately healed by Roll on "Damage/Healing Low" damage.

15

An area to a distance of Roll on "Distance - Small Weighted" surrounding the Resolve: {target|wielder} is filled with Resolve: {holy|unholy} energies. This area now acts as if it were affected by the Hallow spell.

16

The Resolve: {target|wielder} is guided by the uncaring hand of fate. The next d20 roll they make is treated as if they had rolled a natural Resolve: {20|1}.

17

The Resolve: {target|wielder} becomes surrounded by a gently pulsing force. This force grants them a +Roll on "Bounded Accuracy-Based Bonus" bonus to their AC, which stacks with other bonuses to AC. It lasts for Roll on "Duration".

18

A floating, ethereal eye suddenly appears next to the Resolve: {target|wielder}. This eye always stays within 5 feet of its host, but the host can spend a bonus action to move the eye. So long as the host continues to concentrate, they can move the eye up to any distance away from them, at a rate of 30 feet. Once the host stops concentrating, the eye reappears next to them at the beginning of their next turn. The host can see through the eye as if it were their own. The eye can also see into the ethereal plane. If attacked, the eye has an AC of 10 and 5 hit points, but it is wholly within the ethereal plane and can only be struck by creatures who are themselves within the ethereal plane. The eye continues to follow the host for Roll on "Duration". After that time, it winks out of existence.

19

In an area out to a distance of Roll on "Distance - Small Weighted" surrounding the Resolve: {target|wielder}, gravity becomes reversed. All creatures and objects which are not somehow anchored to the ground immediately plummet into the air, up to the bounds of the effect. A creature can make a Dexterity saving throw against a DC of Roll on "Difficulty Class" to grab onto a fixed object (assuming there is one nearby), thus avoiding the fall. This effect does not move once established. It lasts for Roll on "Duration".

20

An area out to a distance of Roll on "Distance - Small Weighted" surrounding the Resolve: {target|wielder} becomes cloaked in magical darkness. This effect does not move once established. It lasts for Roll on "Duration".

21

The Resolve: {target|wielder} instantly Resolve: {grows|shrinks} by Resolve: {1|1|1|2|2|3} size categories. This effect lasts for Roll on "Duration".

22

When the Resolve: {target|wielder} dies, their body becomes charged with necromantic energies. The next creature to ask a question within 10 feet of the corpse causes it to answer as if it were the target of a Speak With Dead spell. This only occurs once.

23

Resolve: {Roll 3d6|Roll 2d12|Roll 1d20|Roll 1d100} Resolve: {Roll on "Fruits"|Roll on "Vegetables"|Roll on "Edible Fungus"} immediately appear around the Resolve: {target|wielder}. When consumed, the food imparts a magical effect on the consumer, as if they were the target of a Roll on "Healing Spells" spell. The foods are otherwise completely mundane, rotting away at an appropriate rate if not properly preserved.

24

The Resolve: {target|wielder} and all of their possessions turn to stone. This petrification lasts for Roll on "Duration".

25

The Resolve: {target|wielder} suddenly becomes telepathic out to a range of Roll on "Distance - Small Weighted". They can both transmit their own thoughts to and read the surface thoughts of those within range. This effect lasts for Roll on "Duration".

26

An area out to a distances of Roll on "Distance - Small Weighted" surrounding the Resolve: {target|wielder} becomes silented. No sounds can occur within the area, any sound passing through the area is completely stopped (even if it would normally be loud enough to pass outside the range), and everything within is immune to Thunder damage. This effect does not move once established. It lasts for Roll on "Duration".

27

All of the magical and supernatural effects (including curses) currently affecting the Resolve: {target|wielder} immediately end, as if dispelled.

28

The Resolve: {target|wielder} is filled with preternatural cunning. For the next Roll on "Duration", they add an extra Roll on "Bonus Dice Weighted" to Roll on "Skills" checks.

29

The Resolve: {target|wielder} becomes instantly proficient in the Roll on "Skills" skill. This proficiency lasts for Roll on "Duration".

30

The Resolve: {target|wielder} instantly becomes an expert in the Roll on "Skills" skill. They add double their proficiency bonus to all checks made with said skill. This expertise lasts for Roll on "Duration".

31

The Resolve: {target|wielder} immediately falls into a deep sleep. They can attempt a Wisdom saving throw against a DC of Roll on "Difficulty Class" to resist the effects. This sleep lasts for Roll on "Duration". If they take damage, or if another creature spends an action trying to wake them up, then they can immediately reattempt the saving throw.

32

All locked objects within Resolve: {Roll on "Distance - Small Weighted"|Roll on "Distances - All Weighted"} immediately becomes Resolve: {locked|unlocked}.

33

The Resolve: {target|wielder} is filled with preternatural cunning. For the next Roll on "Duration", they add an extra Roll on "Bonus Dice Weighted" to Roll on "Tools" checks.

34

The Resolve: {target|wielder} becomes instantly proficient with Roll on "Tools". This proficiency lasts for Roll on "Duration".

35

The Resolve: {target|wielder} instantly becomes an expert with Roll on "Tools". They add double their proficiency bonus to all checks made with said tools. This expertise lasts for Roll on "Duration".

36

The Resolve: {target|wielder} becomes more martially aware. For the next Roll on "Duration", they add an extra Roll on "Bonus Dice Weighted" to their attack rolls.

37

The Resolve: {target|wielder} becomes a proficient with all weapons for Roll on "Duration".

38

The Resolve: {target|wielder} becomes an expert with all their attacks. They add double their proficiency bonus to all attack rolls for the next Roll on "Duration".

39

The Resolve: {target|wielder} becomes unnaturally skilled at avoiding dangers. For the next Roll on "Duration", they add an extra Roll on "Bonus Dice Weighted" to their Roll on "Ability Scores" saving throws.

40

The Resolve: {target|wielder} becomes instantly proficient with Roll on "Ability Scores" saving throws. This proficiency lasts for Roll on "Duration".

41

The Resolve: {target|wielder} becomes an expert at avoiding danger. They add doubled their proficiency bonus to all Roll on "Ability Scores" saving throws for the next Roll on "Duration".

42

The Resolve: {target|wielder|target and wielder} are shunted outside the normal timestream. For the next Roll on "Duration", time is frozen for everyone and everything else. Normal and magical fire, cold, gas, and the like can still harm them. While this frozen time is in effect, other creatures are invulnerable to their attacks and spells; they cannot target such creatures with any attack or spell. A spell that affects an area and has a duration longer than the remaining duration of the frozen time have their normal effects on other creatures once the time stop ends. They cannot move or harm items held, carried, or worn by a creature stuck in normal time, but they can affect any item that is not in another creature’s possession. Moving an object so frozen in time requires a DC 20 Strength check for each round it is moved.

43

The Resolve: {target|wielder} gains immunity to the Roll on "Conditions" condition for Roll on "Duration".

44

The Resolve: {target|wielder} becomes resistant to the Roll on "Conditions" condition. They roll advantage against said condition for the next Roll on "Duration".

45

The Resolve: {target|wielder} becomes vulnerable to the Roll on "Conditions" condition. They roll disadvantage against said condition for the next Roll on "Duration".

46

The Resolve: {target|wielder} becomes Resolve: {immune|resistant|vulnerable} to Roll on "Damage Types" damage for the next Roll on "Duration".

47

The Resolve: {target|wielder} becomes immune to all spells for the next Roll on "Duration". They cannot choose to lower this immunity.

48

A Resolve: {Roll on "Weapons"|Roll on "Tools"|Roll on "Abjuration Spells"} suddenly appears next to the Resolve: {target|wielder}. It is of masterwork quality. The effect is instantaneous.

49

The Resolve: {target|wielder} transforms into a Resolve: {Roll on "Summon Aberrations"|Roll on "Summon Beast"|Roll on "Summon Celestial"|Roll on "Summon Construct"|Roll on "Summon Dragon"|Roll on "Summon Elemental"|Roll on "Summon Fey"|Roll on "Summon Fiend"|Roll on "Summon Giant"|Roll on "Summon Humanoid"|Roll on "Summon Monstrosity"|Roll on "Summon Ooze"|Roll on "Summon Plant"|Roll on "Summon Undead"}. They Resolve: {do not retain|retain} their mental stats and personality. This effect lasts for Roll on "Duration".

50

The Resolve: {target|wielder} is filled with knowledge of spellcasting. They become able to cast the Resolve: {Roll on "Abjuration Spells"|Roll on "Conjuration Spells"|Roll on "Divination Spells"|Roll on "Enchantment Spells"|Roll on "Evocation Spells"|Roll on "Illusion Spells"|Roll on "Necromancy Spells"|Roll on "Transmutation Spells"|Roll on "Cantrips"} spell, without expending any material components or needing any focuses. They can cast this spell Roll on "Spellcasting Frequency".

51

The Resolve: {target|wielder} gains the ability to reroll one d20 roll per turn. They must take the results of the second roll, even if it is worse. This effect lasts for Roll on "Duration".

52

Everyone within 60 feet of the Resolve: {target|wielder} is immediately shifted to a random location in Roll on "Planes of Existence".

53

The Resolve: {target|wielder} gains Resolve: {blindsight|darkvision|dweomersense|lifesense|mindsight|tremorsense|truesight} out to Resolve: {5 feet|10 feet|30 feet|60 feet|120 feet}. This extrasensory perception lasts for Roll on "Duration".

54

An area out to a distance of Roll on "Distance - Small Weighted" surrounding the Resolve: {target|wielder} is instantly cut off from all magic, creating a dead magic zone. This effect does not move once established. It lasts for Roll on "Duration".

55

The Resolve: {target|wielder} immediately goes mad. They Resolve: {gain a short-term madness (DMG 259)|gain a long-term madness (DMG 260)|gain the following flaw: Roll on "Indefinite Madness"}.

56

The wielder becomes possessed by the spirit of the Rod of Malicious Wonder. It's only desire is to be used as often as possible, on as many targets as possible.

57

The Rod of Malicious Wonder vanishes from the wielder's grasp and appears in the target's.

58

All of the objects currently being held, worn, or wielded by the Resolve: {target|wielder} immediately animate. Any magical items gain sentience, becoming intelligent items. The animated objects are not immediately hostile, but they all try to escape upon animation.

59

The Resolve: {target|wielder} become immune to falling damage, but still fall at normal speeds. When falling from great heights, their landing can cause damage to whatever they hit, but they themselves will be fine. This effect lasts for Roll on "Duration".

60

The Resolve: {target|wielder}'s mind cracks. They gain a new flaw: Roll on "Indefinite Madness"

61

The Resolve: {target|wielder} becomes cursed to repel everything, even clothing. Anyone approaching them is required to make a DC 20 Strength check to move within 10 feet of them, and they must continue to make the check every round they remain within 10 feet. Anything that they held or wore is instantly shot away from them, but they can make a DC 20 Strength check to hold onto something. They also receive a +10 bonus to AC. Beyond that, they are constantly floating 10 feet above the ground, and they carry on any momentum they receive. This effect lasts for Roll on "Duration".

62

The Resolve: {target|wielder} is teleported Roll on "Distance - Small Weighted" straight up. They begin to fall as is normal.

63

The Resolve: {target|wielder} becomes invisible, but their possessions, including what they are wearing and holding, do not. This effect lasts for Roll on "Duration".

64

An exact copy of the Resolve: {target|wielder} appears in the space next to them. The duplicate is in possession of copies of all of its original's equipment, including magical items. The duplicate believes that it is the real version, and immediately attempts to kill the original. The duplicate is in all ways the same as the original, down to their memories, except it remembers disappearing and reappearing next to the original. The duplicate will not (and cannot) stop from trying to kill the original.

65

The Resolve: {target|wielder}'s soul becomes bound to the Rod of Malicious Wonder. When they die, their soul is swallowed by the Rod, disappearing forever.

66

The Resolve: {target|wielder} transforms into a small, Roll on "Colors"-colored crystal, roughly the size of a walnut. Their clothing and equipment is not transformed with them, falling to the ground around them. They remain in this form for Roll on "Duration". In this form, they gain lifesense out to Roll on "Distance - Small Weighted", and they can attempt to possess any creature they can perceive. This requires an opposed Charisma check, which the crystal makes at disadvantage unless it is being held by the target. If the crystal succeeds, they gain full bodilly autonomy over the creature, able to do with it what they please. The possessed creature can attempt a new Charisma check to regain control of their body once per day, or whenever the crystal attempts to do something that the possessed creature would never do.

67

Both the target and wielder are surrounded by Resolve: {Roll 3d6|Roll 2d12|Roll 1d20|Roll 1d100} mirror images of each other. These images are identical to the original in every way, but they are completely illusions and disappear if struck. The images all act independently of the original, acting in ways consistent to their source copy. The images for Roll on "Duration".

68

The Resolve: {target|wielder} becomes surrounded by a shimmering field of multicolored lights. For the next Roll on "Duration", all spells which specifically target them (but not spells which affect an area which they happen to be in) are reflected back upon the caster.

69

All creatures in a Roll on "Distance - Small Weighted" radius Resolve: {shrink|grow} by Resolve: {1|1|1|2|2|3} size categories. This effect lasts for Roll on "Duration".

70

All creatures of the Roll on "Monster Types" begin with their attitude Resolve: {one|one|one|one|one||one|one|two|two|three} steps Resolve: {higher|lower} than it normally would be for the Resolve: {target|wielder}. This effect lasts for Roll on "Duration Inverted".

71

A Roll on "Colors" miasma begins to roll out from the Resolve: {target|wielder}. It spreads out at a rate of Roll 3d6*5 feet per round, up to a maximum size of Roll on "Distance - Small Weighted", but remains clinging to the ground. This cloud does not move once established, except to increase in size. Any creature which ends its turn within the cloud must succeed on a DC Roll on "Difficulty Class" Constitution saving throw or else take Roll on "Ability Damage" Roll on "Ability Scores" ability damage. The cloud remains for Roll on "Duration".

72

The ground around the Resolve: {target|wielder}, out to a distance of Roll on "Distance - Small Weighted", begins to shake uncontrollably. All creatures standing on the shaking area must succeed on a DC Roll on "Difficulty Class" Dexterity saving throw or else fall prone. All ground inside the shaking area becomes difficult terrain thereafter.

73

A pulsating beam of energy erupts from the Rod at the target. The target must succeed on a DC Roll on "Difficulty Class" Roll on "Ability Scores" saving throw or else take Roll on "Damage/Healing Low" Roll on "Damage Types" damage.

74

The Rod begins intermittently flashing Roll on "Colors" and Roll on "Colors". Walls of force immediately jump into existence on all six sides of the Resolve: {target|wielder}. These walls last for Roll on "Duration".

75

The Rod glows Roll on "Colors" for a moment and then disappears. It is jaunted to the ethereal plane for Roll on "Duration".

76

The Resolve: {target|wielder} is teleported Roll on "Distance - Small Weighted" Roll on "Directions".

77

A distorted point in space appears next to the Resolve: {target|wielder}. Every round for the next Resolve: {Roll 1d20|Roll 3d6|Roll 2d12} rounds, an orb of crackling energy bursts from the distortion and flys towards the closest living creature, moving at a rate of 30 feet per round. If it strikes a creature, it explodes, dealing Roll on "Damage/Healing Low" Roll on "Damage Types" damage to whatever it struck.

78

The Resolve: {target|wielder} is struck by a sickly Roll on "Colors" light. They immediately gain the Roll on "Conditions" condition. The condition lasts for Roll on "Duration", or until removed.

79

The Resolve: {target|wielder} is momentarily surrounded by a pale black fog. Whenever they die, their corpse immediately rises as a zombie.

80

A wave of Roll on "Colors" energy bursts from the Rod, traveling out to a distance of Roll on "Distance - Small Weighted". All paper products within the range of the wave get a single explosive rune inscribed upon it. When read, the rune erupts with magical energy in a 20-foot-radius sphere. The sphere spreads around corners. Each creature in the sphere must succeed on a DC Roll on "Difficulty Class" Dexterity saving throw or else take Roll on "Damage/Healing Low" Roll on "Damage Types" damage.

81

A wave of Roll on "Colors" energy bursts from the Rod, traveling out to a distance of Roll on "Distance - Small Weighted". All creatures within range become cursed to rise as a Roll on "Undead Curse" once they die. If they do not meet the prerequisites of being raised as that particular undead, then they instead rise as a simple zombie. They rise from the grave Roll 1d4 rounds after they die. This effect can be removed via the Remove Curse spell, or another similar effect.

82

The Resolve: {target|wielder} is momentarily engulfed in a Roll on "Colors" aura, before it explodes outwards to a distance of Roll on "Distance - Small Weighted". Everything within the explosion is covered in a layer of ice, dealing Roll on "Damage/Healing Low" cold damage, and also freezing them in place, requiring a DC Roll on "Difficulty Class" Strength check to break out of. Anyone trapped inside the ice also has to succeed on a DC Roll on "Difficulty Class" Dexterity save or else be covered in ice before they can take a breath, which causes them to begin to suffocate. All of the spaces covered in ice are considered difficult terrain. The ice is otherwise non-magical and behaves as normal (including beginning to melt in warm environments).

83

A mote of brilliant light shoots forth from the tip of the Rod straight up into the sky, phasing right through solid objects if the Rod is inside or underground. Roll 1d4 rounds later, the light comes careening down towards the Resolve: {target|wielder} and explodes out in a burst of radiance. They must succeed on a DC Roll on "Difficulty Class" Dexterity save or else take Roll on "Damage/Healing Low" radiant damage.

84

All of the ground out to a distance of Roll on "Distance - Small Weighted" of the Resolve: {wielder|target} instantly is transformed into a thick, viscous mud. The mud is treated as quicksand (DMG 110). After Roll 1d10 rounds, the mud transform back into earth.

85

A billowing cloud of dust begins emanating out from the Resolve: {target|wielder}, to a distance of Roll on "Distance - Small Weighted". This effect does not move once established. Anyone who comes into contact with the dust must succeed on a DC Roll on "Difficulty Class" Constitution save or else immediately take a level of exhaustion, as the water begins being drained from their bodies. Anyone killed by the dust becomes completely drained of all liquids, and the drained liquid coalesces into a Water Elemental (MM 125). Roll 1d4 rounds later, the corpse rises as a Mummy (MM 228). The dust continues to billow forth for Roll on "Duration".

86

An incredibly strong gust of wind issues forth from the Rod in the direction of the target, out to a distance of Roll on "Distance - Small Weighted", with a width of 20 feet centered on the wielder. Anyone caught in the gust must succeed on a DC Roll on "Difficulty Class" Strength saving throw or else be pushed to the very end of the gust's effect, falling prone at their destination. If they strike an obstacle, they stop and take 1d6 points of damage for every 10 feet they didn't finish travelling.

87

A horrific scream issues from the Rod. All creatures within Roll on "Distance - Small Weighted" must succeed on a DC Roll on "Difficulty Class" Wisdom saving throw or else take Roll on "Damage/Healing Low" thunder damage, and become stunned for Roll 2d6 rounds. Anyone who succeeds on the save takes half damage and resists the stun effect.

88

The Rod flashes with a pale Roll on "Colors" light, and then the Resolve: {target|wielder} becomes shunted out of the normal timestream. For the creature, time ceases to flow and its condition becomes fixed. The creature does not grow older, its body functions cease, and no force or effect can harm or effect it. This state lasts for Roll on "Duration", after which time they suddenly rejoin the normal timestream, completely unaware of how much time has passed.

89

The Rod glows with a bright light, and then a sphere of multicolored light appears within Roll on "Distance - Small Weighted" of the Resolve: {target|wielder}. The sphere immediately hones in on the closest living creature, moving at a rate of 50 feet per round. Anyone who touches or interacts with the sphere must succeed on a DC Roll on "Difficulty Class" Charisma saving throw or else become cursed to slowly change colors, rotating throughout the entire spectrum from infrared to ultraviolet. This color change takes place over the course of a minute, after which time it repeats. The curse can be removed by a Remove Curse spell or similar effect. The sphere remains for Roll on "Duration", always moving towards the closest living creature who has not suffered its curse yet. There is no way to hide from the sphere, as it automatically sees through any illusion or disguise. However, it is a physical object and can be blocked or contained.

90

A murmur of incomprehensible language issues forth from the Rod. All creatures within Roll on "Distance - Small Weighted" who can hear it must succeed on a DC Roll on "Difficulty Class" Wisdom saving throw or else take Roll on "Damage/Healing Low" psychic damage and immediately Resolve: {gain a short-term madness (DMG 259)|gain a long-term madness (DMG 260)|gain the following flaw: Roll on "Indefinite Madness"}. Anyone who succeeds on the saving throw takes half damage and does not gain any madness.

91

A beam of Roll on "Colors" energy shoots out of the Rod, striking the Resolve: {target|wielder}. All of the potions they have on their person become cursed, transforming in Potions of Poison. There is no visible change to the potions.

92

The Resolve: {target|wielder} becomes cursed, their body transformed to carry the lingering effects of potions. From now on, whenever they drink a potion, their body reacts as if they had first drunk a Roll on "Random Potions", causing a mixing effect to take place: Roll on "Extended Mixing Potions". This effect can be removed via the Remove Curse spell, or another similar effect.

93

The Rod suddenly becomes a liquid, slipping between the wielder's fingers and pooling on the ground like water. Unlike water, the now-liquid Rod cannot be split into multiple pieces, instead remaining a single coterminious whole, like a slime. Anyone touching the Rod can activate it as if they were holding it. After Roll on "Duration", it returns to its normal shape, none the worse for wear.

94

A brilliant Roll on "Colors" beam shoots from the tip of the Rod towards the Resolve: {target|wielder}. They can attempt a DC Roll on "Difficulty Class" Dexterity saving throw to try and avoid it. If they are struck by the beam, they immediately disintegrate, leaving behind nothing but dust. Roll on "Duration" later, they reappear in a burst of Roll on "Colors" light, completely the same as they had been before, except their race has changed to Roll on "Humanoid Races". Adjust their stats accordingly.

95

The Rod shoots a Roll on "Colors" beam into the sky, phasing right through solid objects if the Rod is inside or underground. All of the clouds in the area begin to gather at the point where the light shot through. After Roll on "Duration", the clouds form into the shape of a massive fist, then proceed to barrel down and crush everything beneath them, in a Roll on "Distance - Small Weighted" distance centered on the Rod. This deals Roll on "Damage/Healing Massive" force damage to everything within range.

96

A bolt of lightning jumps from the tip of the Rod at the target. They must succeed on a DC Roll on "Difficulty Class" Dexterity saving throw or else take Roll on "Damage/Healing Low" lightning damage. Additionally, the bolt then jumps to the next closest creature, dealing half as much damage to the second creature as it did to the first. The bolt continues to jump to the next closest creature, never hitting the same creature twice, and dealing half the amount of damage as the previous creature took, until it either runs out of creatures to strike, or it deals a creature only 1 point of damage, at which time it fizzles out.

97

The Rod begins greatly shaking as a curious chuckle escapes from it. All creatures within Roll on "Distance - Small Weighted" have their clothing and armor immediately and violently explodes off their bodies, the articles landing in the spaces surrounding them.

98

A sickly Roll on "Colors" aura begins emanating from the Rod. Everyone within Roll on "Distance - Small Weighted", including the wielder, have to make a DC Roll on "Difficulty Class" Charisma saving throw or else become frightened of the Rod. This effect lasts for Roll on "Duration", during which time the Rod continues to glow.

99

A strange sigil of unknown origin appears on the ground directly beneath the Resolve: {target|wielder}. Anyone who attempts to discover what the sigil means or does must attempt a DC Roll on "Difficulty Class" Intelligence saving throw. Whether they fail or succeed, a Resolve: {Air|Earth|Fire|Water} Elemental (MM 123) appears. If they fail, the elemental tries to kill them, whereas if they succeed the elemental tries to assist them. A new elemental is summoned for every individual who attempts to deduce the sigil. After Roll on "Duration", the sigil fades away.

100

The Rod begins to screech horribly, causing everyone within Roll on "Distance - Small Weighted" who can hear the Rod to make a DC Roll on "Difficulty Class" Wisdom saving throw. On a failure, they take 1 point of Wisdom damage. Anyone within range of the Rod must continue to make the save each round, taking 1 point of Wisdom damage each time, until they either succeed or until the Rod stops screeching. The Rod continues to screech for Roll on "Duration".