Wand of Wonder II (Magic Wand)

The guidelines for the wand of wonder state that the DM may see fit to change the wand's effects. This has been done for three new wands of wonder. It should be noted that all of these wands' magical effects are at the 6th-level of magic use with regard to damage, range, duration, area of effect, and so on, as applicable. Saving throws are applicable for the spell effects in question or as stated in each wand's effects. Most effects should be removable with a dispel magic spell, cast against the 6th-level of use, unless otherwise noted. Special game effects should be determined by the DM (heavy rain might make some surfaces very slick, wash away small items, and ruin books and papers). Summoned creatures disappear if slain, and summoning effects otherwise conform to the monster summoning spell of the level appropriate to the type of creature produced. Nonliving items that are produced are permanent and cannot be dispelled. These wands use only one charge per usage, and they can never be recharged. It is highly recommended that the DM roll all of each wand's effects in order to keep the nature of the roll-up tables a secret; the number of charges in each wand should also be kept secret so players do not overuse them (this is true of any rod, staff, or wand). Note that, in the hands of a leprechaun (see Wand of Wonder IV, effect 85-87), a wand of wonder is very dangerous, as any desired effect can be created on command.
Roll 	Effect
01-10	The wand fires a web (like the spell; the wand acts as one anchor point).
11-18	The wand shocks the wielder as per a shocking grasp spell; the wielder must make a Dexterity check on 1d20 at -2 to keep holding the wand.
19-25	Reverse gravity affects the target and all within a 30 - foot radius (including the caster, if close enough) for 1d4+1 rounds.
26-30	Tasha's uncontrollable hideous laughter affects the target creature.
31-33	800 small rubber balls (each 1 inch in diameter) rain down for 1d4 rounds within a 30 - foot radius of the wielder, causing all in the area to make a Dexterity check on 1d20 or trip and fall. The balls remain in the area, causing further checks at the start of each round of combat, until they are carried or swept away.
34-36	The wand summons:
01-25: Large dove (AC 7; MV 1, F1 36 (MC: D); HD 1/2; #AT 1; Dmg 1; AL N)
26-50: Large rabbit (AC 6; MV 18; HD 1/2;#AT 1; Dmg 1; AL N)
51-00: Large iguana (AC 4; MV 18, Sw 16; HD 3; #AT 1; Dmg 1d4; AL N)
37-46	The wand casts chain lightning at the target.
47-49	The target creature and the wielder are covered in liquid chocolate.
50-53	Haste affects the target.
54-58	The wand casts hold monster at the target.
59-62	Suds flow from the ground in a 90 - foot radius around the wielder for 1d4+1 rounds, at 3 cubic feet per round. The suds are either from:
01-25: Soap
26-00: Beer
63-65	The target creature is polymorphed as per a wand of polymorphing into:
01-75: A random creature; DM selects any random - monster table and rolls there.
76-00: Nonliving item; DM selects from the Random Tables, this volume.
66-69	The wand wielder spins:
01-50: Clockwise
51-00: Counterclockwise for 1d4 rounds and must make a Dexterity check in order to move or act each round thereafter for 1d4 rounds.
70-79	The wand heals the wielder for 1d8 HP if currently wounded.
80-84	The wand fires a magic missile as per a wand of magic missiles.
85-87	The target inflates like a balloon for 1d4 rounds and deflates for another 1d4 rounds; only living material of up to 1,000 pounds is affected (the object will not float in the air).
88-90	The wand stretches out and flies at the target for 2d6 points of damage (treat as 6+4-HD creature; maximum range 90 feet).
91-97	The wand wielder breathes fire as a randomly determined potion of fire breathing (only one breath use is allowed).
98-00	The target is disintegrated as per the spell.
Category:Magic Items
Category:Magic Wands
Category:Encyclopedia Magica Magic Items