- For other Wands of Wonder, see Wand of Wonder.
The wand of wonder is a strange and unpredictable device that will generate any number of strange effects, randomly, each time it is used. The usual effects are shown on the table below, but you may alter these for any or all of these wands in your campaign as you see fit. Possible of the wand include:
D100 Roll |
Effect |
---|---|
01-10 | Slow creature pointed at for one turn |
11-18 | Deludes wielder for one round into believing the wand functions as indicated by a second die roll |
19-25 | Gust of wind, double force of spell |
26-30 | Stinking cloud at 30-foot range |
31-33 | Heavy rain falls for one round in 60-foot radius of wand wielder |
34-36 | Summon rhino (1-25), elephant (26-50), or mouse (51-00) |
37-46 | Lightning bolt (70' x 5') as wand |
47-49 | Stream of 600 large butterflies pour forth and flutter around for two rounds, blinding everyone (including wielder) |
50-53 | Enlarge target if within 60 feet of wand |
54-58 | Darkness in a 30-foot diameter hemisphere at 30 feet center distance from wand |
59-62 | Grass grows in area of 160 square feet before the wand, or grass existing there grows to 10 times normal size |
63-65 | Vanish any nonliving object of up to 1,000 pounds mass and up to 30 cubic feet in size (object is ethereal) |
66-69 | Diminish wand wielder to 1/12 height |
70-79 | Fireball as wand |
80-84 | Invisibility covers wand wielder |
85-87 | Leaves grow from target if within 60 feet of wand |
88-90 | 10-40 gems of 1 gp base value shoot forth in a 30-foot-long stream, each causing one point of damage to any creature in path—roll 5d4 for number of hits |
91-97 | Shimmering colors dance and play over a 40-by 30-foot area in front of wand—creatures therein blinded for 1d6 rounds |
98-00 | Flesh to stone (or reverse if target is stone) if target is within 60 feet |
The wand uses one charge per function. It may not be recharged. Where applicable, saving throws should be made.