Wand of Wonder


Class : any
-
-
-
Charges: 100 - (d20-1)
<Enc. (Case): 
Leather Case = 3
Bone or Ivory Case = 6
Box = >
<Item Save (Case):
Bone or Ivory Case
Leather Case
Box ()

Item Save (Wand):
Wood, thin>

XP: 6k if full
(60 per charge)
GP: 10k if full
(100 per charge)
Wands
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Magic Items
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DMG

The wand of wonder is a strange and unpredictable
device which 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 those for any or all of these wands in your campaign as you see
fit, although it is recommended that you follow the pattern shown. The
functions of the wand are:
 
 
 
01-10 slow creature pointed at for 1 turn 
11-18 deludes wielder for 1 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 3" range 
31-33 heavy rain falls for 1 round in 6" radius of wand
34-36 summon rhino (1-25), elephant (26-50) or mouse (51-00)
37-46 lightning bolt (7" x 0.5") as wand
47-49 stream of 600 butterflies pour forth and flutter around for 2 rounds, blinding everyone (including wielder)
50-53 enlarge target if in 6" of wand
54-58 darkness in a 3" diameter hemisphere at 3" center distance from wand
59-62 grass grows in area of 16 " square before wand, 
or grass existing there grows to 10 times normal size
63-65 vanish any non-living object of up to 1,000 pounds mass and up to 30 cubic feet in size
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 in 6" of wand <bay leaves?>
88-90 10-40 gems of 1 g.p. base value shoot forth in a 3" long stream, each causing 1 h.p. of damage to any creature in path -- roll 5d4 for number of hits
91-97 shimmering colors dance and play over a 4" x 3" area in
front of wand -- creatures therein blinded for 1-6 rounds
98-00 flesh to stone (or esrever if target is stone) if target is within 6" 

The wand uses 1 charge per function. It may not be recharged. Where applicable,
saving throws should be made.
 

* Wands perform at the 6th level of experience with respect to the damage they cause,
range, duration, AREA of effect, etc. unless otherwise noted.

* At your option 1% of all wands are trapped to backfire.



 


IlexGarodan wrote:
Gary,

What is your opinion on gag items? Of the roleplaying games you've developed, which ones (if any) were your favourites? I know we've all hurled joke items at least once as referees.. 

Ilex G.
 


I absolutely love an occassional joke magic item.
I hope that Troll Lord Games will publish my Weyland Smith Catalog as part of the Gygaxian Fantasy Worlds reference book series.
It is jam-packed with all manner of joke items, far more than in the booklet version that Hekaforge Rpoductions released on a limnited basis about five or six years back.
some are actually useful for characters to employ, and there is a method of obtaining the items given in the work.

Anyway, I have had an hilarious time with Boots of Dancing,
and I role-played my fighter Yrag with the first Ring of Contrariness ever in play, and that was a thigh-slapper for sure.
A ring of Delusion can be fun, and a Wand of Wonder is always a hoot.


Gary

P.S. From the above it is obvious that I do not take myself or RPGing too seriously 
 

Quote:
Originally Posted by the black knight
Alternatively, which items have generated the most fun in your campaigns?
Were there any items that seemed mundane but turned out to be pivotal, camapign changing events?


Ring of Contrariness
Wand of Wonder
Any talking magic sword

There were no items that had more than a restricted, tactical impact on the campaign.
 
 

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