Wand of Wondrousness (Magic Wand)

The wand's effects are rarely decisive, sometimes helpful, and usually fun . It is best introduced when a hostile wizard uses it against the adventurers. Each time the wand is used, the player rolls 1d100 to determine what happens. The wand often backfires, so the user rolls 1d4, and if "1" is rolled, the effect is reversed. Creatures conjured obey the user (or opponent if the effect is reversed); they disappear after six rounds. Inanimate objects last until dispelled. Magical effects last for the listed duration or for six rounds. Maximum range is 60' unless noted otherwise. The DM is free to decide how often the wand can be used (no more than once a round please), whether it has charges, and whether it can be recharged. 
Roll 	Wand Effects
1 	User develops hiccups, no action next round (no possibility of reverse effect).
2 	Gust of wind, 60' long, from wand toward target creature.
3 	Fireworks; everybody with 80' of target creature blinded and disoriented for two rounds (-4 on attack rolls and saving throws).
4 	Miniature snowstorm appears over target creature.
5 	Paralysis ray at target creature (save vs. Dexterity or be paralyzed for 20 rounds minus Constitution score).
6 	Brightly colored flashing lights cover a 15' radius around target; all creatures in the area save vs. wand or are stunned 1d4 rounds.
7 	Attack dog (HD 1; HP 2; AC 6; #AT 1; Dmg 1; THAC0 19)
8 	Attack cat (HD 1; HP 2; AC 6; #AT 1; Dmg 1; THAC0 19)
9 	Darkness spell (5' radius) on target creature (save vs. spell or it moves with creature).
10 	Enlarge target creature to twice normal size (double damage), no save.
11 	Slow spell on one target creature, no save.
12 	Attack rat (HD 1; HP 2; AC 6; #AT 1; Dmg 1; THAC0 19; SA infects target creature with leptospirosis on an attack roll of 20)
13 	Faerie fire on one target creature, no save.
14 	Popcorn sprays from wand at target creature.
15 	Lightning bolt 10' wide and 40' long, 2 points of damage.
16 	Attack chicken (HD 1; HP 2; AC 6; #AT 1, Dmg nil, THAC0 19, SA target creature is -4 on attack rolls and saving throws while chicken attacks)
17 	Whiskey sprays from wand at target creature.
18 	Ten fake gems shoot from wand at target creature, no damage, each worth 1 gp.
19 	Reduce target creature to half normal size (half damage), no save.
20 	Magic missile at target creature (one missile, 1d6 damage)
21 	Attack viper (HD 1; HP 2; AC 6; #AT 1; Dmg nil; THAC0 19; SA hit causes save vs. poison or lose 1 HP per round for four rounds)
22 	Confusion spell on one target creature.
23 	Thin ray of cold (2 points of damage).
24 	Meteor (automatically strikes target creature for 2 points of damage, then explodes for 2 points of fire damage in 10' radius).
25 	Swarm of attack wasps covers target creature, save vs. petrification or flee until they go away.
26 	Flowers shoot from wand at target creature.
27 	Acid shoots from wand in a 60' stream (save vs. Dexterity or take 2 points acid damage).
28 	Attack grizzly cub (HD 4; HP 6; AC 6; #AT 3; Dmg 1/1/1d6; THAC0 15; SA hug for additional 1d6 points if both paws hit)
29 	Attack butterflies (no effective attack)
30 	Attack shark (HD 6; HP 12; AC 4; #AT 1; Dmg 3d8; THAC0 13; SA swallows human size creatures whole on an attack roll of 20), not much good out of water.
31 	Fireball (radius 20', damage, 2 points)
32 	Attack skunk (HD 1; HP 1; AC 6; #AT 1; Dmg nil; THAC0 19; SA stinking cloud on one creature, flees after delivering cloud)
33 	Levitate target creature (save vs. spell to avoid; if dropped, the target feather falls).
34 	Target creature turns a random bright color.
35 	All of target creature's nonmagical equipment teleported back home (save vs. wand to avoid).
36 	Target creature's feet covered with chewing gum; successful Strength check to move, slowed if check fails.
37 	Attack pugilist (HD 2; HP 10; AC 8; #AT 2; Dmg 1/1; THAC0 16; SA hit causes save vs. crushing blow or be stunned 1d4 rounds)
38 	Colored candies shoot from wand at target creature, no damage.
39 	Burning hands (2 points damage).
40 	Oil shoots from wand (target creature must save vs. wand or fall).
41 	Scare spell at target creature.
42 	Target creature's mouth fills with chewing gum, must spend one round taking it out prior to using verbal spells, breath weapon, biting.
43 	Phantasmal force of hideous monster (DM's choice), poorly executed, doesn't fool anybody.
44 	Mud sprays on target creature; successful Dexterity check or be blinded until wiped off.
45 	Attack canaries (no effective attack)
46 	Positive energy ray (basic damage 2, 6 vs. undead or evil extraplanar creatures, save vs. spell for half damage).
47 	Negative energy ray (basic damage 2, 6 vs. paladins or good extraplanar creatures, save vs. spell for half damage).
48 	Arrow +1 (Range 120', THAC0 14, shatters whether it hits or misses)
49 	Shadow monster fighter (HD 1; HP 1; AC 10; #AT 1; Dmg 1; THAC0 20; SA looks really dangerous)
50 	Fool's gold (100 pieces) shoot from wand, no damage.
51 	Black pudding (HD 3; HP 6; AC 10; #AT 1; Dmg 1d4; THAC0 16; SA dissolves wood and metal; SD immune to cold, blow, or lightning spells, fears fire) shoots from wand, any target must make a successful Dexterity check or be covered.
52 	Gray ooze (same as black pudding, but immune to most spells, lightning and blows do full damage).
53 	Ochre jelly (same as black pudding but weapons, cold, and fire do full damage).
54 	Attack giant ant (HD 1; HP 1; AC 8; #AT 1; Dmg 1; THAC0 20; SA successful bite allows sting attempt, if sting hits, target must save vs. poison or have Dexterity lowered to 3 for 20 rounds)
55 	Target creature's sex changes (duration one day).
56 	Creeping bugs cover target creature (as creeping doom, but only four deadly bugs).
57 	Target creature polymorphed into berserk ogre that attacks anyone it can reach (save vs. spell to avoid transformation.)
58 	Stream of black pepper shoots at target (successful Dexterity check or sneezing causes -4 to attack rolls and saving throws.).
59 	Improved invisibility covers target creature.
60 	Target creature grows thick hair all over body (or loses it all if hairy, people will be mistaken for werewolves, duration one day.
61 	Target creature becomes intoxicated (-6 to Intelligence, Wisdom, Dexterity, and Charisma unless target makes a Constitution check), duration one hour.
62 	Attack tyrannosaurus rex (HD 2; HP 15; AC 6; #AT 1; Dmg 1d8; THAC0 16), just a baby.
63 	Squirts ink at target creature (successful Dexterity check or be blinded until target washes its face).
64 	All magic items carried by target creature glow a random bright color.
65 	Dancing lights (glowing globes of random color).
66 	Any normal fires or flames within 60' of target creature produce pyrotechnics (both smoke and fireworks).
67 	Miniature rain storm over target creature.
68 	Wet ice covers floor in a path in front of the wand user 5' wide and 25' long. Everybody in the path must make a Dexterity check or fall down.
69 	Sounds of reinforcements, opponents check morale.
70 	All leather items within 60' of target creature glow a random bright color.
71 	Grease spell, where it would do the most harm to target creatures.
72 	Dig spell (if possible) under target creature.
73 	Papier-mâché crown appears on target creature's head (looks impressive); trumpet fanfare.
74 	All normal fires and flames within 60' of target creature go out.
75 	Attack mouse (no effective attack)
76-77	Insane priest of target creature's alignment (HD 1; HP 8; AC 10; #AT 1; Dmg 1d8; THAC0 20; no spells) appears and begins preaching.
78 	Target creature saves vs. wand or flees for 1d6 rounds.
79 	Attack rabbit (no effective attack)
80 	Insane dwarf appears and attacks target creature (HD 2; HP 6; AC 6; #AT 1; Dmg battle axe; THAC0 19).
81 	Bouncing rubber ball (AC 0, HP 1) attacks target creature (successful Dexterity check or be stunned 1d4 rounds).
82 	String of entanglement binds target creature, successful Strength check to break free (try every round until successful).
83 	Reverse gravity on all within 10' of target creature, no save.
84 	Cotton balls stream from wand.
85 	Neon sign correctly declaring alignment of target creature appears in the air.
86 	Neon sign misrepresenting alignment of target creature appears in air (roll randomly for alignment displayed).
87 	Blessed crossbow bolt shoots from end of wand and automatically hits (1 point of damage, kills rakshasas).
88 	Wall of peanut brittle appears between target creature and wand user.
89 	Attack octopus (HD 8; HP 8; AC 4; #AT 8; Dmg 1 each; THAC0 12; SA hit causes save vs. crushing blow or be squeezed for 1 point per round by each tentacle), not much use out of water.
90 	Loud waltz music plays.
91 	Target creature grows feathers (duration six turns).
92 	Demented cult member appears and solicits donations; target creature must make a Wisdom check or spend next round driving away the cultist.
93 	Target creature makes a successful Charisma check or goes insane for 1d12 turns.
94 	Target creature covered with polka dots (random bright color, no save).
95 	Sheriff appears and serves subpoena on target creature.
96 	All metal items within 60' of target creature glow a random bright color.
97 	Attack lowlifes (1d4+1 appear, HD 1; HP 1 each; AC 10; #AT 1; Dmg 1d4; THAC0 20; AL; lawful evil).
98 	Attack lowlifes (1d4+1 appear, HD 1; HP 1 each; AC 10; #AT 1; Dmg 1d4; THAC0 20; AL; neutral evil).
99 	Attack lowlifes (1d4+1 appear, HD 1; HP 1 each; AC 10; #AT 1; Dmg 1d4; THAC0 20; AL; chaotic evil).
00 	User is transformed into a fighter (only if a wizard); double hit points, strength 18/01, AC 0, attacks twice a round for 1d4+5, THAC0 20 minus level, duration one day. In any case, the wand becomes a dagger +2 for the rest of the day.
Category:Magic Items
Category:Magic Wands
Category:Encyclopedia Magica Magic Items