| Advanced Dungeons & Dragons | - | Dragon 147 | - | Dragon |
| - | - | - | - | - |
The guidelines for
the wand of wonder (Dungeon
Masters Guide, page 136) state that the
DM may see fit to
CHANGE the wand's effects. This has been done herein for 3 new
wands of wonder.
It should be noted that all of these wands' spell-like effects are at the
6th
level
of magick USE (as stated in the DMG, page 135), with regard
to damage, range, duration,
area of effect, etc.,
as applicable. Measurements given in inches refer to scale inches
(1" = 10' indoors
or 30' outdoors). Saves are applicable for the spell effects in question
|or| as stated in
each wand's effects. Most effects should be removable with a dispel
magick spell, CAST
against the 6th level of USE, unless otherwise noted. Special Game
effects
should be determined
by the GM (e.g., 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 ov the
level appropriate
to the type ov create being produced. Nonliving items that r produced
r
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).
The DM may determine which type of wand
of wonder a player character has in his
possession by rolling 1d4 (on a roll of
1, the wand is number ?I,? etc.). All of these tables
may be used for a single wand if so desired
by first rolling 1d4 for the wand number and
1d100 for that wand?s effects. The original
wand is reprinted below (with a few additions)
for quick comparison and is referred to
as the wand of wonder I.
Note that, in the hands of a leprechaun
(see wand IV, effect 85-87), a wand of wonder is <link>
very dangerous, as he is able to create
any effect he so wishes upon command. This is also
said to be true of jesters
(see the Best of DRAGON® Magazine Anthology, Vol. IV).
----------------------------------------------------------------------- wand of wonder I ---------------------------------------------------------------------------
| 01-10 | The creature pointed at is slowed for 1 turn |
| 11-18 | The wielder is deluded for 1 round,
as per a potion of delusion, into believing the wand functions as indicated by a second die roll. |
| 19-25 | The wand creates a double-force
gust of wind. |
| 26-30 | The wand creates a stinking cloud at 3" range. |
| 31-33 | Heavy rain falls for 1 round in a 6?
radius of the wand wielder. |
| 34-36 | The wand summons a rhino (AC 6;
MV 12?; HD 8 or 9; #AT 1; Dmg 2-8 or 2-12; SA charging, trampling; AL N) (01- 25); elephant (AC 6; MV 12? or 15?; HD 10 or 11; #AT 5; Dmg 2-12/2-12/2-12/ 2-12/2-12 or 2-16/2-16/2-12/2-12/2-12; AL N) (26-50); or large mouse (AC 7; MV 15?; HD ½; hp 1; #AT 1; Dmg 1; AL N) (51-100). |
| 37-46 | The wand fires a lightning bolt
(7” X 1/2’) as per a wand of lightning. |
| 47-49 | A stream of 600 large butterflies
pour forth and flutter around for 2 rounds, blinding everyone (including the wielder); they then disappear. |
| 50-53 | The target, if within 6" of the
wand, is enlarged. |
| 54-58 | Darkness is cast in a 3?-diameter
hemisphere at 3? distance from the wand. |
| 59-62 | Grass grows in an area of 16"
square before the wand, or grass existing there grows to 10 times its normal size. |
| 63-65 | Vanish is cast upon any nonliving
object of up to 1,000 lbs. mass and up to 30 cubic feet in size (the object becomes ethereal). |
| 66-69 | The wand wielder is diminished to
1/12 his normal height, as per a potion of diminution. |
| 70-79 | A fireball is cast, as per a wand of
fireballs. |
| 80-84 | Invisibility covers the wand wielder. |
| 85-87 | Leaves grow from the target if it is
within 6" of the wand. |
| 88-90 | 10-40 gems of 1-gp base value shoot
forth in a 3? -long stream, causing 1 hp damage each to any creature in their path. Roll 5d4 for the number of hits on the target. Gems that miss go on to strike the being immediately behind the target, with hits determined as above, until all gems hit or the spell?s range is r e a c h e d . |
| 91-97 | Shimmering colors dance and play
over a 4? X 3? area in front of the wand; creatures therein are blinded for l-6 rounds. |
| 98-00 | Flesh to stone (or the reverse, if the
target is stone) is cast on the target, if the target is within 6" of the wand. |
----------------------------------------------------------------------- wand of wonder II ---------------------------------------------------------------------------
| 01-10 | The wand shoots forth a web
as per
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 ld20 at -2 to keep holding the wand. |
| 19-25 | Reverse gravity affects the target
and all within a 3" radius (including the caster, if close enough) for 2-5 rounds. |
| 26-30 | Tasha’s uncontrollable hideous
laughter affects the target creature. |
| 31-33 | 800 small rubber balls (each 1 actual
inch in diameter) rain down for 1-4 rounds within a 3? radius of the wielder, causing all in the area to make a dexterity check on ld20 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 summon; a large dove
(AC 7; MV 1"/36? (MC: D); HD ½; #AT 1; Dmg 1; AL N) (01-25); a large rabbit (AC 6; MV 18?; HD ½; #AT 1; Dmg 1; AL N) (26-50); or a large iguana (AC 4; MV 18"//6?; HD 3; #AT 1; Dmg l-4; AL N) (51-00). |
| 37-46 | The wand casts CHAIN LIGHTNING @
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 9"
radius around the wielder for 2-5 rounds, at 3 cubic feet per round. The suds are either from soap (01-25) or beer (26-00). |
| 63-65 | The target creature is polymorphed
as per a wand of polymorphing into a random creature (01-75; DM selects any random-monster table and rolls thereon) or nonliving item (76-00; DM selects any table from Appendix 1 in the DMG and rolls thereon). <1. Air Currents> <2. Odors> <3. Air> <4. General> <5. Unexplained Sounds & Weird Noises> <6. Furnishings & Appointments, General> <7. Religious Articles & Furnishings> <8. Torture Chamber Furnishings> <9. Wizard Furnishings> <10. General Description of Container Contents> <11. Misc. Utensils & Personal Items> <12. Clothing & Footwear> <13. Jewelry & Items Typically Bejeweled> <14. Food && Drink> <15-20 roll again> |
| 66-69 | The wand wielder spins clockwise
(01-50) or counterclockwise (51-00) for 1-4 rounds and must make a dexterity check on 1d20 in order to move or act each round thereafter for 1-4 rounds. |
| 70-79 | The wand heals the wielder for 1-8
hp if he is 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
1-4 rounds and deflates for another 1-4 rounds; only living material of up to 1,000 lbs. is affected (the object will not float in the air). |
| 88-90 | The wand stretches out and bites
the target for 2-12 hp damage (treat as 6 + 4 HD creature; maximum range 9?). |
| 91-97 | The wand wielder breathes fire as
per a randomly determined potion of fire breathing (only one breath use is allowed). |
| 98-00 | The target is disintegrated as per
the spell. |
----------------------------------------------------------------------- wand of wonder 3 ---------------------------------------------------------------------------
| 01-10 | Scare is cast at the target. |
| 11-18 | The wielder is affected by an irritating
rash for l-4 rounds, reducing his dexterity to 3. |
| 19-25 | Darkness affects the target every
other round for 3-10 rounds. |
| 26-30 | Fumble affects the target at double normal
duration. |
| 31-33 | The wand begins to gripe about the
wielder?s treatment of it, loudly complaining about the bad working conditions, the lousy pay, the long working hours, etc. (this effect is similar to that of a magic mouth; the wand is not actually sentient). |
| 34-36 | The wand summons a buzzard (AC
6; MV 3?/27? (MC: E); HD 1 +1; #AT 1; Dmg 1-2; AL N) (01-25); giraffe (AC 7; MV 24?; HD 5; #AT 2; Dmg 1-4/1-4; AL N) (26-50); or large kitten (AC 6; MV 5?; HD ½; hp 1; #AT 3; Dmg l/l/l; SA rear claws for l/l; AL N) (51-00). |
| 37-46 | A delayed blast fireball takes effect
from the point of casting, with a delay time of 5-50 segments. |
| 47-49 | The target and wielder are
?exchanged? ? i.e., the wielder takes the place of the target, and the target takes the place of the wielder, exchanging clothes, equipment, etc., but otherwise retaining their normal physical appearances. |
| 50-53 | Confusion affects the target. |
| 54-58 | Mirror image affects the target. |
| 59-62 | The target begins to recite very bad
poetry for 2-8 rounds, taking no other action unless attacked, as if requested to do so under a charm spell. |
| 63-65 | A dust
devil is summoned (AC 4; MV
18"; HD 2; #AT 1; Dmg 1-4; SA/SD see Unearthed Arcana, page 34, for details; AL N) and attacks the target as per the dust devil spell. |
| 66-69 | Jump affects the wielder randomly
(roll for a random direction, and roll ld3 for distance (1 = 10?, 2 = 20?, and 3 = 30?). The wielder can jump only 10? b a c k w a r d . |
| 70-79 | A force cage affects the target. |
| 80-84 | The wielder is affected by a
strength spell. |
| 85-87 | The target's weapon becomes a
teddy bear (01-25), a leg of mutton (26- 50), a ladle (51-75), or a herring (76-00). If the target has no weapon, choose another possession. If the target has no possessions, roll again, ignoring this r e s u l t . |
| 88-90 | The wand spews colorless slime in a
cone 3? wide and 6? long, affecting the a r e a a s a g r e a s e s p e l l . |
| 91-97 | Fear (01-50) or faerie fire (51-00)
a f f e c t s t h e t a r g e t . |
| 98-00 | An incendiary cloud affects the
t a r g e t a r e a . |
| 01-10 | A chromatic orb affects the target. |
| 11-18 | The wielder is affected as if he had
imbibed a philter of stammering & stuttering. |
| 19-25 | The wand creates a flaming sphere
which affects the target. |
| 26-30 | A ray of enfeeblement affects the
target. |
| 31-33 | The wand causes a pillow (01-25),
small table (26-75), or anvil (76-00) to appear over the target?s head. The pillow causes no damage; the table causes l-6 hp damage (as a club); and the anvil causes 3-30 hp damage, plus the target must make a constitution check on ld20 at -4 or be knocked unconscious for 2-12 turns. |
| 34-36 | The wand summons
a ugly painting
(01-25), bellows (26-50), or a storm giant's boot (51-00). |
| 37-46 | The wand affects the target as per a
ring of the ram (3 charges expended at once). |
| 47-49 | The wand fires 2-6 cream puffs at
the target, doing no damage. |
| 50-53 | The target is imbued with improved
invisibility |
| 54-58 | Fascinate affects the target, who
focuses on the wielder. |
| 59-62 | The wand causes the target's nose
to grow 10 times its normal size for 2-6 rounds. |
| 63-65 | The target is affected as if a potion
of gaseous form was imbibed. |
| 66-69 | The wielder levitates uncontrollably,
always heading upward until the spell duration is reached (at which point the wielder falls). |
| 70-79 | Evard's black tentacles takes effect
around the the target. |
| 80-84 | The wielder is affected by a
stoneskin spell. |
| 85-87 | The wand summons a leprechaun
(AC 8; MV 15"; HD 1 - 1; hp 2-5; #AT nil; SA/SD spells, theft, 80% magic resistance (see Monster Manual, page 60); AL N). The DM should play the leprechaun to the hilt, trying to gain control of the wand that summoned him and causing complete chaos for as l o n g a s p o s s i b l e . |
| 88-90 | A randomly chosen item on the
target?s person sprouts wings and attacks another enemy target for 2-3 rounds as a 6 +4 HD creature. Only small hand-held objects are so affected, and the DM should decide what the item is and what its combat statistics are (see the animate object spell). |
| 91-97 | The wand fizzles for 2-4 rounds,
then causes a hypnotic pattern to appear, affecting all within range who g a z e u p o n i t . |
| 98-00 | A cone of cold affects the target
area at double-normal damage. |
JULY 1989