Wand of a Wonder (Magic Wand)

Quite similar to its cousins, the ever-popular wands of wonder, this item produces strange and unpredictable results for users of any class or type. The exact effect produced in any single use is determined by a random 1d100 roll, with reference to the following chart. The wand uses one charge per function. It may not be recharged. Allow saving throws vs. wand wherever applicable, unless the effect suggests another category. The wand performs at 6th-level of experience, and all physical changes produced (growths, polymorphs, and so forth) can be dispelled. 
Roll 	Effect
01-02	Target loses all hair, fur, or feathers.
03-07	Pit 10 feet deep (any necessary width) opens under target's feet.
08-09	Target gains +1 attack bonus for the next three rounds.
10-11	One hundred small bats appear, swarm around the wielder's head for one round, then flit away.
12-13	Target grows wings, arms, or tentacles.
14-15	Cage of heavy iron bars (10'x10'x10') surrounds the wielder.
16-17	Each piece of headgear within 20 feet (including helmets) changes to a skull-cap topped by a bladed device, the blades turning in a breeze.
18-22	Target's color turns to hot pink.
23-25	All gold within 10 feet of the wielder turns to lead.
26-29	Target is covered with a thick layer of honey.
30-32	In each of the next five rounds, 2d4 sp shoots forth from each of the wielder's ears.
33-34	Target is garbed in a beautiful, well-tailored, embroidered silk coat (2,000 gp value, but magical and dispellable).
35-39	Target is polymorphed into a giant rabbit (as the polymorph other spell: check for mental change).
40-41	Target grows a large moustache in one round (possibly with goatee).
42-43	Thousands of horseflies fill the area within 10 feet of the wielder, interfering with concentration and preventing spell casting and combat. They remain for 5d4 turns but will not leave the area except to follow honey.
44-48	Target is affected by Otto's irresistible dance for three rounds (no saving throw).
49-52	Stream of acid shoots out to 10-foot range, inflicting 3d8 points of damage (as if dragon breath; save for half damage).
53-55	Band instruments appear between the wielder and the target. They play loudly and march back and forth for 1d4+2 rounds, as if used by invisible musicians, then vanish. Anyone trying to interfere takes 2d6 points of damage and is hurled back 10 feet.
56-57	Tree grows under the wielder, lifting to the ceiling or 50-foot height, whichever is less.
58-62	One hundred dead and putrid fish rain down within 30 feet of the wielder.
63-68	Target glows for five rounds (as if double-intensity faerie fire), but thereafter the wielder vanishes (invisible, not dispellable) for 1d4+1 rounds.
69-70	The sound of ringing bells peals from the wand, drowning out all noise and speech for 1d4+1 rounds.
71-75	Dispel magic effect on everything within 20 feet of the wand, as if an 11th-level caster.
76-77	Wielder is polymorphed into a mule-centaur.
78-84	Monster summoning IV spell effect, as if cast by the wand wielder.
85-86	Target gains 3d4 hit points that remain for six turns (cannot be dispelled; damage taken is first removed from added hit points).
87-90	Wielder floats 10 feet up (as if feather fall in reverse gravity), hovers for 1d4+2 rounds, then drops suddenly.
91-95	Eight fiery spheres of different hues shoot forth at one-segment intervals, striking the target and seemingly causing great amounts of damage (actually only 1 point from each).
96-99	All weapons held in hand within 30 feet turn into bunches of flowers.
00 	Death magic directed at target (60-foot maximum range).
Category:Magic Items
Category:Magic Wands
Category:Encyclopedia Magica Magic Items