This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges and choose a target within 120 feet of you. The target can be a creature, an object, or a point in space. Roll d100 and consult the following table to discover what happens.
If the effect causes you to cast a spell from the wand, the spell's save DC is 15. If the spell normally has a range expressed in feet, its range becomes 120 feet if it isn't already. If an effect covers an area, you must center the spell on and include the target. If an effect has multiple possible subjects, the GM randomly determines which ones are affected.
The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into dust and is destroyed.
d100 | Effect |
---|---|
01-05 | You cast slow. |
06-10 | You cast faerie fire. |
11-15 | You are stunned until the start of your next turn, believing something awesome just happened. |
16-20 | You cast gust of wind. |
21-25 | You cast detect thoughts on the target you chose. If you didn't target a creature, you instead take 1d6 psychic damage. |
26-30 | You cast stinking cloud. |
31-33 | Heavy rain falls in a 60-foot radius centered on the target. The area becomes lightly obscured. The rain falls until the start of your next turn. |
34-36 | An animal appears in the unoccupied space nearest the target. The animal isn't under your control and acts as it normally would. Roll a d100 to determine which animal appears. On a 01–25, a rhinoceros appears; on a 26–50, an elephant appears; and on a 51–100, a rat appears. |
37-46 | You cast lightning bolt. |
47-49 | A cloud of 600 oversized butterflies fills a 30‐foot radius centered on the target. The area becomes heavily obscured. The butterflies remain for 10 minutes. |
50-53 | You enlarge the target as if you had cast enlarge/reduce. If the target can't be affected by that spell, or if you didn't target a creature, you become the target. |
54-58 | You cast darkness. |
59-62 | Grass grows on the ground in a 60‐foot radius centered on the target. If grass is already there, it grows to ten times its normal size and remains overgrown for 1 minute. |
63-65 | An object of the GM's choice disappears into the Ethereal Plane. The object must be neither worn nor carried, within 120 feet of the target, and no larger than 10 feet in any dimension. |
66-69 | You shrink yourself as if you had cast enlarge/reduce on yourself. |
70-79 | You cast fireball. |
80-84 | You cast invisibility on yourself. |
85-87 | Leaves grow from the target. If you chose a point in space as the target, leaves sprout from the creature nearest to that point. Unless they are picked off, the leaves turn brown and fall off after 24 hours. |
88-90 | A stream of 1d4 × 10 gems, each worth 1 gp, shoots from the wand's tip in a line 30 feet long and 5 feet wide. Each gem deals 1 bludgeoning damage, and the total damage of the gems is divided equally among all creatures in the line. |
91-95 | A burst of colorful shimmering light extends from you in a 30‐foot radius. You and each creature in the area that can see must succeed on a DC 15 Constitution saving throw or become blinded for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. |
96-97 | The target's skin turns bright blue for 1d10 days. If you chose a point in space, the creature nearest to that point is affected. |
98-00 | If you targeted a creature, it must make a DC 15 Constitution saving throw. If you didn't target a creature, you become the target and must make the saving throw. If the saving throw fails by 5 or more, the target is instantly petrified. On any other failed save, the target is restrained and begins to turn to stone. While restrained in this way, the target must repeat the saving throw at the end of its next turn, becoming petrified on a failure or ending the effect on a success. The petrification lasts until the target is freed by the greater restoration spell or similar magic. |
Notes: Petrified, Spellcaster, Damage, Control, Utility, Combat, Deception
After studying the possible effects of the Wand of Wonder, I feel it's safest use is during the opening round of combat. The percentages I've compiled assume what I consider to be the best conditions during that first round & their most likely effects. They are as follows...
Your character is firing the wand towards a foe up to 120ft away (the Wand's max range) with none of your allies near them or between you & your foes.
It also assumes there may be allies between your character and foes who, despite being considerably closer to your character, still have a reasonable change of being caught in the effect. (Because the area of some results could still cover both allies and foes under the max range of 120ft, some results are listed as affecting "Anyone.")
Mixed means an area of effect could be created that is either helpful or harmful to those within it, depending on the goals of your foes/allies.
And remember, these are just my interpretation of results. Your interpretation could be different, for instance, depending on how/when you attempt to use your Wand of Wonder.
Foes - 66
Damage - 26
Benefit - 4
Penalty - 28
Mixed - 3
Harmless - 5
Self - 24
Benefit - 5
Penalty - 14
Mixed - 5
Anyone - 15
Mixed - 15
The wand of wonder seem strange when u have this item attuned as a player... it show that u can pick any of the spells at the cost of 1 charge and it just draw from the wand... witch is not what is decribled on this pagee??
so it looks like u pick 1 of the spells expend the charge then roll d100 to see what other affect happens....
I believe that the equipped wand of wonder item shows you the spells that the wand can cast for reference to their effect, showing a list column of charges too.
Albeit, this inclusion does cause a little confusion, considering the full d100 table of effects shortly following the wand's description.
The item's description however does show the same effect on this item:
"This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges and choose a target within 120 feet of you. The target can be a creature, an object, or a point in space. Roll d100 and consult the following table to discover what happens."
I hope this helps resolve your confusion.
DM Question - I love this wand when you give it to the right player, some people really make an item like this shine. I'm trying to add it to his inventory and I've been able to do so, it went crazy and added all of the possible spells under his spell tab (Which wasn't fun), but I can't seem to get it to show up in his "Actions" tab beside his other weapons. I want it to be there so he can choose it and it roll the d100 and pick his spell,but I don't think this is a doable option.
In case no one's said it already,
WABBAJACK!
This is really late response but you can add a custom action that at least references the wand and has the roll stats in the description field. I do that for the article custom scroll creation, flavored as an item instead of a scroll. Might not be the best option but it works and doesnt add all the spells to your players spell list at the very least.
Insane wild magic sorcerer wand
If you are a barbarian and raging, can you use the wand? What if the result is you cast a spell?
Sounds fun but...
"Wand, rare (requires attunement by a Spellcaster)"
True but if you multiclass between, say barbarian and wizard, couldn't you have it attuned while raging?
That's a good one, pal. :)
First, you can't cast spells while raging, but I'm sure you know this. What you might have overlooked is that 11 of the wand's 22 abilities use spell casting mechanics, which Rage shuts down. Altho, a barbarian/wizard that sprays the field with butterflies might be some good laughs, your companions might want you to actually do something effective in combat. Look at those non-spell based effects and decide for yourself if a Barb/Wiz build around this wand is a waste of time at your table.
Second, why would you spend a Rage resource for melee damage resistance (or possibly more) to safely cast spells at range? OR, Are you casting those AE spells in melee as a barb/wiz? You might get hurt by your own spells, or stunned or petrified (cancelling Rage). Which, again, might make for a good laugh on occasion. But eventually, the joke will be on the players who group up with a frustrated, raging, studious jokester with no bard abilities who sometimes petrifies companions.
Pretty much! xD
Very Very fun
I gave this to one of my players once, and they used it to burn down a mansion, petrify the police of my town, and kill their patron.
This is beautiful.
I gave out this item and in the one session it has been in thus far, the wizard has petrified himself, stunned himself, and taken 1d6 psychic damage. Can't wait to see how this thing is gonna derail the campaign lol
Perfect wand for a Wild Magic Sorcerer. More mayhem!
Playing as a barbarian dressed like an insane Elton John in Mad Max. Wearing the Wand of Wonder like a unicorn horn in the middle of my forehead.
I think it's weird that the wand places the spells it can cast into the player's spell lists automatically. I have a player who thought they could just use a charge and cast one of the spells without rolling.
it’s the Wabbajack!