The Tinker Rod is an item similar to the Rod of Wonder, but it does not have the destructive power of fireball, lightning bolt and flesh to stone spells. It does have a lot more random effects, most of which are truely Tinkerish (although some might prefer the term "insane").
The strange device is therefore even stranger and more unpredictable than the Rod of Wonder. Each time it is used, it randomly generates a weird effect. Most Tinker Rods use the effects listed below, although they might vary depending on the environment (campaign) where the rod is discovered or created.
Special Tinker Rods that are not really rods at all have also been known to exist. These devices look like large, shiny and sparkling marbles. When a creature picks it up, the marble disappears and the creature's favorite item gets the powers of a Tinker Rod. When the creature dies, the powers form into a marble again.
d% | Wondrous Effect |
01-04 | Restrain spell on target (40% chance), wielder (40% chance), or random other humanoid within range (20% chance) (DC 11). |
05-07 | Pyrotechnics at a random firesource within range (if available) (DC 13). |
08-10 | Veil spell makes target (70% chance), random creature within range (20% chance), or 1d6 random creatures within range look like a Gnome (DC 19). |
11-13 | Veil spell makes target (40% chance), wielder (40% chance), or random creature (20% chance) look like a jester (DC 19). |
14-15 | Glitterdust on target (DC 13). |
16-17 | Random Action on target (50% chance) or wielder (50% chance) (DC 11). |
18-19 | Shatter on target (DC 13). |
20-22 | Paintball spell (5 missiles) on target (no save). |
23-24 | Paintbomb spell on target (DC 13). |
25-26 | Instant Artillery spell at 10 ft. range (no save). |
27-29 | Jibble's Jolly Jetpack on wielder (DC 14). |
30-32 | Eomund's Praising Choir on target (no save). |
33-35 | Ineath's Instant Flowerpot on up to 10 targets (DC 11). |
36-37 | Cloud of Rain on target (70% chance), wielder (20% chance), or random creature or creature within range (no save). |
38-40 | A Ventriloquism spell exchanges the voices of the wielder and the target (50% chance) or a random creature within range (50% chance) (DC 11). |
41-42 | The wielder roots and is unable to move for 10 minutes (no save). |
43-45 | Summon a swarm (as per Summon Swarm) of pink rabbits (25% chance), winged frogs (25% chance), glowworms (25% chance) or fireflies (25% chance) for 2 rounds. The swarm does not inflict damage, but makes spellcasting or concentrating on spells impossible (no save). |
46-48 | Tasha's Hideous Laughter on target (70% chance), wielder (20% chance) or random creature within range (10% chance) (DC 13). |
49-50 | Entropic Shield on target (40% chance), wielder (40% chance) or random creature, if within 60 ft (no save). |
51-53 | Everything within 30 ft of the wielder is thoroughly cleansed and starts to shine and sparkle. |
54-56 | A Major Image of an Apparatus of the Crab appears at 30 ft from the wielder and attacks the target for 3 rounds (DC 14). |
57-58 | Slow creature pointed at for 10 rounds (DC 13). |
59-60 | Faerie fire surrounds the target (no save). |
61-63 | Deludes wielder for 1 round into believing the rod functions as indicated by a second die roll (no save). |
64-65 | Gust of wind, but at windstorm force (DC 13). |
66-67 | Wielder learns target's surface thoughts (as with detect thoughts) for 1d4 rounds (no save). |
68-69 | Stinking cloud at 30-ft. range (DC 12). |
70-73 | Heavy rain falls for 1 round in 60-ft. radius centered on rod wielder. |
74-75 | Summon an animal-a rhino (25% chance), elephant (25% chance), or mouse (50% chance). |
76-78 | Stream of 600 large butterflies pours forth and flutters around for 2 rounds, blinding everyone (including wielder) within 25 ft. (Reflex save DC 14 to avoid). |
79-80 | Enlarge target 50% if within 60 ft. of rod (DC 11). |
81-82 | Darkness, 30-ft.-diameter hemisphere, centered 30 ft. away from rod. |
83-85 | Grass grows in 160-sq.-ft. area before the rod, or grass existing there grows to ten times normal size. |
86 | Turn ethereal any nonliving object of up to 1,000 lb. mass and up to 30 cu. ft. in size. |
87-89 | Reduce wielder to 1/12 height (no save). |
90 | Invisibility covers rod wielder. |
91-93 | Leaves grow from target if within 60 ft. of rod. These last 24 hours. |
94-95 | 10-40 gems, value 1 gp each, shoot forth in a 30-ft.-long stream. Each gem causes 1 point of damage to any creature in its path: roll 5d4 for the number of hits and divide them among the available targets. |
96-97 | 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 negates DC 12). |
98-100 | Wielder (50% chance) or target (50% chance) turns permanently blue, green, or purple (no save). |