
Tim Emrick |

I would agree that spell effects should operate at the rod's CL (10th), applying any listed changes (like specific durations). The only effects that do not list a duration and/or duplicate a specific spell are:
Summon an animal: Summonings are almost always temporary, so I'd treat it as a summon nature's ally spell cast at the rod's CL.
Grass grows: This sounds like an instantaneous effect to me (much like the plant growth spell). Once grown, how long the grass lasts depends on whether it gets enough sun, soil, and water to survive.
Turn ethereal: This effect only affects objects, and lists no duration. You could treat it as the etherealness spell (1 minute/level), but it would be within the GM's discretion for the effect to be permanent. (If the item too valuable to lose forever, I guess it's time for some planar travel!)
Shoot gems: A gold piece value is given, so I would assume they're meant to stick around indefinitely. I wouldn't consider a 12,000 gp item giving a 3% chance per use of gifting a paltry 10-40 gp to be overpowered, especially given how dangerous and weird some of that other 97% is.

Aboleth Sticks |
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Shoot gems: A gold piece value is given, so I would assume they're meant to stick around indefinitely. I wouldn't consider a 12,000 gp item giving a 3% chance per use of gifting a paltry 10-40 gp to be overpowered, especially given how dangerous and weird some of that other 97% is.
If one is patient, working in isolation with plenty of room, using rocks as the target, and unconcerned with turning either green, blue, or purple, then you can use the rod to make that money back at a reasonably good pace.