Spell of Wonder (and Tiltor I) History: The Spell of Wonder is as bizarre and just as useful as the infamous Rod of Wonder. Its creator is thought to be Tiltor AlmondEyes the First, a well-known Gnome Wizard, famous for his magical innovations. He lived a rather secluded life in a tower, magically warded against nearly forms of destruction. However, no one in the area dared to lay siege to his tower, for he was a benevolent Wizard, and had enchanted the lands around him with great fertility. He lived many hundreds of years past his natural lifespan through the use of new spells, though he never resorted to Lichdom. Eventually, however, he was approached by an Inevitable. The Marut had known he used unnatural means to become nigh-immortal, but the Inevitables knew Tiltor was a reasonable wizard. He was given time to let nature run its course, but he was reluctant to finally leave the world. Normally, a Marut would be no match for the Mighty Wizard Tiltor, but this Marut was merely a messenger. He was instead pitted against one of the first Marut ever constructed, and it was more than twice as large as the previous one. Even Tiltor's spells failed to penetrate its built-in resistance, and even so, Tiltor's spells were generally aligned with the powers of law, reducing their effectiveness. As a last resort, Tiltor removed the ground beneath it, causing it to crash into the newly-made pit. Tiltor had a penchant for finding magic items, and he soon collected so many that he conjured an entirely new section in the tower to store them. He quickly entered the room, knowing the Marut would not be far behind. He soon recognized what he had come for; a Rod of Wonder. One useful spell he made would allow him to channel a spell inherent in an item through himself, allowing him to enhance its power many-fold. He used this spell now, pointing one end of the Rod of Wonder at the Marut. As motes of light came into being around him, an unending onslaught of butterflies poured from the Rod of Wonder, enveloping the Marut. Tiltor was rendered blind by the incredibly bright butterflies fluttering about, and they remained for what seemed like an eternity. When they finally cleared, the Marut was still there. However, it had been reduced to scrap. Tiltor remained relatively unharmed, though the Rod of Wonder had disappeared. However, he soon discovered that channeling all of that chaotic energy left a permanent mark on him. From that point on, he could call upon the Rod of Wonder's power whenever he wished, though he hardly ever found another practical use for it. He eventually wrote down the details of the spell in his book, and soon managed to put the bizarre incantations and gestures into writing. He rarely told anyone about this bizarre spell, however, as he found it to be rather embarrassing for such an orderly wizard to be using such an unpredictable spell. Many years later, he noted that his descendants seemed to have the spell ingrained into them. Curious, he attempted to teach the bizarre spell to other spellcasters out of his family, but found that none of them could ever get it right, even wizards who nearly equalled his own power. When Tiltor was in his 1600's, he finally knew his time was coming, and retired his mantle. He passed his spellbook down to his family, and in particular he told them about the Spell of Wonder, which finally explained their bizarre ability. Not long afterwards, he finally sealed himself in his tower, where he passed away quietly, his magics still saturated in the land. Another of his descendants was born not very long after his death, and he was given Tiltor as one of his names, in honor of his Great, great, great... grandfather. Description: Upon casting The Spell of Wonder, 3d4 motes, each one a different color of the rainbow, appear, white mist streaming from them. The Caster begins uttering phrases in ancient languages that, when finally translated, seem to be maddened ramblings and complete nonsense. As the spell nears completion, the colorful orbs continue burning off, soon becoming a cloud of white, transparent mist. Then a completely random magical event occurs. 01-05 Slow creature pointed at for 10 rounds (Will DC 15+Cha mod negates). 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 (Fortitude DC 14+Cha mod 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+Cha mod negates). 31-33 Heavy rain falls for 1 round in 60-ft. radius centered on rod wielder. 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+Cha mod 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+Cha Mod negates). 50-53 Enlarge person if within 60 ft. of rod (Fortitude DC 13+Cha mod negates). 54-58 Darkness, 30-ft.-diameter hemisphere, centered 30 ft. away from rod. 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+Cha mod half). 80-84 Invisibility covers rod wielder. 85-87 Leaves grow from target if within 60 ft. of rod. These last 24 hours. 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+Cha mod 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+Cha mod negates)