WOW Your Players!
The dreaded wand of wonder -- Mark I, II, III, and IV
by Richard Hunt

Advanced Dungeons & Dragons - Dragon 147 - Dragon
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Every time one of the players in my campaign yells out that he is going to
?WOW ?em? (WOW being our favorite acronym for the wand of wonder), I
groan at the monotony of running its effects. The players and I have seen all
of the powers of that wand at least a hundred times. In the past, I allowed the
players to roll the dice when determining the wand?s effects, so the players
have a good idea about which dice rolls produce which results. The wand of
wonder is thus old and overused.

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 .

----------------------------------------------------------------------- wand of wonder 4 ---------------------------------------------------------------------------
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