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>

Magic Items
XP: 6k if full
(60 per charge)
GP: 10k if full
(100 per charge)
Wands
-
AD&&D
-
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.



1. OUT ON A LIMB (LETTERS)

'Wand of Wonder'
Dear Sirs,
I would like to make a comment about an
article called “PUTTING TOGETHER A PARTY
ON THE SPUR OF THE MOMENT” by Gary
Gygax. Although this article that appeared in
TD #26 was most informational, there was one
section that is somewhat confusing to me. Under
the section of “miscellaneous items” there were
mentioned many items that just can’t be found in
the basic D&D system. I realize that these items
were probably mentioned in previous issues of TD
or are certainly included in the long awaited for DM
Guide. Unfortunately I haven’t the right issue of TD
or the DM Guide and would like to know what in
creation a Wand of Wonder does. Therefore in the
future, I would like to suggest that items that have
yet to be published are explained fully and that
those that were mentioned in something other than
a rule book i.e. the AD&D modules, TD, etc. would
at least have a reference as to where they were
mentioned. Other than that I really enjoy reading
TD and will continue to do so.

Sincerely,
Ron Maas — VA
(The Dragon #30)
 

You are correct in assuming that the Wand of
Wonder is in the DMG. It would be violating the
ethics of the DMG to give you all the details, aside
from fact that the powers listed are only
suggested.

I can tell you that it is a weird wand that has
many different effects and abilities, but is unpredictable
in the extreme.

Your point about referencing items is well
taken, but it remains to be seen if time considerations
will allow it in the future. We are exploring
the possibilities.

—ED.
(Tim Kask)
(The Dragon #30)



2. THE FORUM
One of the bigger pains in the AD&D game is
dealing with the players of silly characters in a
serious adventure/game world. These players
have their characters relabel other characters?
potions because it might be fun (they apparently
can?t distinguish between being a rugged individual
and being a lunatic) or rationalize gamedisrupting
action because an intelligence or
wisdom stat is low: ?The five flasks of flaming
oil have made the brown mold bigger.? ?Duh . . .
I throw more oil on the mold. It can?t ignore
that kind of damage forever.?

The fact is, something has to be done about
the main weapon used by the characters of such
players: the wand of wonder! Last night, I ran a
game which included a PITA (pain in the, umm,
arteries) character who created great havoc
with such a wand until another PC charmed
him and forced him to break his own wand (to
the applause of every player in the game except
the PITA).

The problem with these wands is that there
really isn?t any effect that hurts the wielder. The
character might be deluded for a whole minute
that the wand did something else, or be blinded
(with everyone else in the area) by a swarm of
conjured butterflies, but unless he is in an
enclosed area when the wand lets loose a fireball,
the person with the wand is reasonably
safe. The rest of the party is at risk. This is why
PITAs use and use and abuse this item in the
ways they do.

Basically, I?d like to make a modification to the
wand, one that would expose the wielder to a
bit of danger. It also is quite in keeping with the
random-effects nature of the item: Roll 1d12
before checking the effect of the wand. On a
roll of 1, the wand backfires and instead affects
the person holding it. The odds favor the wand
functioning (ab)normally, but the risk of being
turned into a statue ought to keep the idiots
from using the wand first, last, and always,
giving legitimate players a chance for success
and survival.

S.D. Anderson
Whittier CA
(Dragon #134)
 



3. NOTES BY GARY GYGAX


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.
 
 

*template****template*