|Not a toilet plunger among them, goldurn it.|
I am seriously considering giving that wand to my players and then standing back and cringing. This thing has got some ridiculous results. Originally I was going to detail it here, but this blog got so gigantic that I figure I'll hold it off for a later date.
In case you are new to the game, a wand of wonder is a magic item that you point and shoot... and random stuff happens. You roll on a chart. It's an item that goes way back.
I decided to dig up a bunch of old books and pick out my favorite effects from the the different wand variations. Maybe you could make some kind of uber-wand out of them. A "best of" wand. At the very least, this list has what I consider to be the most inspired or interesting random magical effects that could add something to an encounter.
I am focusing on the more random and unique effects of each wand. All of the wands have fireball, fear spells and darkness. Those should be a part of a wand of wonder, they just aren't useful for the purposes of this blog post.
This depiction of the wand to the right is, I believe, by T. Jordan "Greywulf" Peacock. That's a pretty cool take on the wand. It should look weird and random.
Wand of Wonder - AD&D Dungeon Master's Guide page 136:
- Gust of wind, double force of spell
- Heavy rain falls for one round in a 6 inch radius of wand wielder
That's 6 inches from your miniature, I believe.
- Summon rhino (1-25), elephant (26-50) or mouse (51-00)
- Stream of 600 large butterflies pour forth and flutter around
- Vanish any non-living object of up to 1,000 pounds mass up to 30 cubic feet in size (object is ethereal)
Vanish is a level 7 spell: Objects are sent to the ethereal plane and replaced with stone. Living people can be teleported and caused to reappear at a "desired location".
- Diminish wand wielder to 1/12' height
- 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
I find that last one especially amusing. It does damage and gives out money.
Wand of A Wonder - Temple of Elemental Evil page 127:
- Target loses all hair, fur, or feathers.
- Pit 10' deep (any necessary width) opens under target's feet.
- Target grows wings, arms, or tentacles.
- Cage of heavy iron bars (10' * 10' x 10') surrounds the wielder.
- Target's color turns to hot pink.
- All gold within 10 feet of the wielder turns to lead.
That one is pretty brutal. I don't know if the players would ever use the wand again after that.
- Target is covered with a thick layer of honey.
- In each of the next 5 rounds, 2-8 sp shoot forth from each of the wielder's ears.
- Target is polymorphed into a giant rabbit (as the polymorph other spell; check for mental change).
- Tree grows under the wielder, lifting to the ceiling or 50' height, whichever is less.
- One hundred dead and putrid fish rain down within 30' of the wielder.
That's a fun one. Now we ramp it up:
- Wielder is polymorphed into a mule-centaur.
- Eight fiery spheres of different hues shoot forth at 1-segment intervals, striking the target and seemingly causing great amounts of damage (actually only 1 point from each).
Honestly I would change this and have the balls each do some different type of damage. Maybe when each one hits, it generates its' own and effect! But wait, there's more:
- All weapons held in hand within 30 feet turn into bunches of flowers.
This is amusing but again... kind of cruel. Your PCs' favorite magic items... I guess you could say that dispel magic could fix them. Now for the big finish:
- Death ray at target.
Awesome! That is the result of a roll of 100 and seems fitting to me.
Wands of Wonder from Dragon Magazine #147 July 1989:
I ran parts of Stonehell Dungeon. Dungeon crawling isn't for everyone. I love it, but it seems like I have a hard time making it exciting when I run them. So to inject some life into this, I dug out a variant wand of wonder from an old Dragon Magazine. It instantly became the best thing about the campaign. The new player said by far her favorite thing in the game was the wand. I got the wand from an article in Dragon Magazine.
Richard Hunt, the author of this article, says he made these variants because he was so tired of his players using the original wand over and over. Their catch phrase was, "I'm going to WOW 'em".
Here's something I didn't know: "In the hands of a leprechaun, a wand of wonder is very dangerous, as he is able to create any effect he so wishes upon command." Uh, holy crap. Note to self: Make a leprechaun NPC.
Wand of Wonder II
- 800 small rubber balls rain down for d4 rounds on the wielder and those nearby. Dex check or trip.
- The target and wielder are covered in liquid chocolate
|Uh, yeah, sure, your bouncing power. Great work.|
Well, hello there..
- The target inflates like a balloon for d4 rounds
You're like that guy from the legion of superheroes!
- 100. The target is disintegrated as per the spell.
Blam! I think that number 1 and number 100 should be major effects from the wand.
Wand of Wonder III
- The wand begins to gripe about the wielder's treatment of it - bad working conditions, long hours, etc.
-Summon a buzzard or giraffe or large kitten
This is probably my favorite animal summon
- The target and wielder are exchanged - each takes the place of each other and is wearing the other person's clothes and equipment!
- The target's weapon becomes a teddy bear or a leg of mutton (mmm... mutton!) or a ladle or a herring.
Wand of Wonder IV
- One of the following appears over the target's head: A pillow, a small table, or an ANVIL
- The wand summons an ugly painting, bellows or a storm giant's boot
- The target is imbued with improved invisibility
- The wand summons a leprechaun..!
Wow. Remember, leprechauns can choose which effect they use from the wand. That is really cool. The leprechaun of course tries to trick the PCs into letting him use it.
D&D 5th Edition
The Wand of Wonder is on page 212 of the DMG, and bah gawd there's an artistic rendering of the wand! Looks pretty cool, I guess.
This wand has 7 charges and regains d6+1 expended charges at dawn each day. If you use the last charge, roll a d20. On a 1, the wand is destroyed.
There are some amusing results:
- You are stunned until the start of your next turn, believing something awesome just happened.
- An object of the DM's choice disappears into the Ethereal Plane.
- Leaves grow from the target.
- The target's skin turns bright blue for d10 days.