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Wand of Wonder (For those who are curious)

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Kalgalath

PostPosted: Tue Oct 19, 2004 10:23 am


As mentioned in my post in the jokes thread, the wand of wonder can cause a lot of wacky things to happen. Ive seen at least 6 different variations:

One from the DMG, O Wondrous Wand, Dangerous Derivations, The Wand of Inconvenience, a variant of my own, and then my compilation of 3 wand charts: useless, helpful and harmful. (rolling a % to see which you get, then a d100 for the effect).

Here are the O wondrous wand and dangereous Derivations charts, to give you an idea of what the wand does. I did not write these two charts; they are available on the web and credit goes to thier creators.

Basically, the want has charges of some amount, each use uses 1 charge. When its used (a standard action), roll a d100 to get the result. DMs are, of course, free to make up thier own results if the one rolled is too disruptive.

O Wondrous Wand
01 Target is slowed.
02 Deludes wielder into thinking wand worked some other way.
03 Gust of wind, as if cast by 9th level magic user.
04 Stinking cloud at 3" range.
05 Heavy rain falls in 6" radius of wielder.
06 Summon rhino (1-25), elephant (26-50) or mouse (51-00).
07 Lightning bolt (6d6) strikes target.
08 600 butterflies stream from wand, blinding everyone for 2 rounds.
09 Target enlarged to twice its size.
10 Darkness, 3" hemisphere about wand.
11 Grass grows in 16" radius of wand.
12 Sends target (if non-living) to ethereal plane.
13 Diminishes wielder to 10% of normal height.
14 Fireball (6d6) hits target.
15 Wielder becomes invisible.
16 Leaves grow from target.
17 10-40 gems (each of 1 GP base value) shoot forth in a 3" long stream for 1 HP damage each (roll 5d4 to see how many hit target).
18 Shimmering colors dance over a 4"x3" area in front of wand -- creatures inside blinded for 1d6 rounds.
19 Flesh to stone (or reverse if target is stone).
20 1 point added to wielder's main attribute (18/00 max).
21 Animates dead (1 figure) if within 6".
22 Audible glamer as if cast by 6th level magic-user.
23 Color spray hits target as if cast by 6th level illusionist.
24 Wielder comprehends languages.
25 Creates a gourmet meal (with silverware, table, etc.) for 1d4 people.
26 Cures 1d8+2 HP to wielder.
27 Levitates wielder 10 feet.
28 Continual light cast at target.
30 Stream of 6d6 rotten tomatoes stream out from wand up to 3" range.
31 Spaghetti spews forth and webs target (sauce and meatballs follow).
32 A cloud (1" radius of target) of dust of sneezing and choking appears.
33 Target takes 3d8 points of damage, as if from an invisible sword.
34 Cone of cold shoots towards target (10d4+10 points damage).
35 1d4 icicles shoot out and hit target for 1d4 points damage apiece.
36 Frisbee flies out.
37 Teleports target to 10' in front of wielder.
38 Disintegrates target.
39 Wall of fire (2d6 damage) cast at target.
40 Wall of ice (10'x10'x1') forms between wielder and target.
41 Wall of styrofoam (10'x10'x1') forms between wielder and target.
42 A jet of blue flame (20' long) shoots out, for 4d6 damage.
43 Turns target to a randomly determined color.
44 All of target's hair falls out (or target grows hair if bald).
45 All of wielder's hair falls out (or wielder grows hair if bald).
46 Wand turns into a ring (but functions normally).
47 Wand turns invisible.
48 Wand turns to another type of wand until it is used once, then reverts to its usual form and powers.
49 All nocked arrows within 100' burst into flame.
50 10,000 ping-pong balls fall from the sky onto target.
51 Paper bag envelopes target.
52 Creates 2d4 identical images of wielder, all facing different ways.
53 Levitates target 10'.
54 Summons policeman from New York City.
55 Summons horse with cart and driver.
56 Causes target to become amorous enough to grab first member of the opposite sex of any species.
57 Paralyzes target.
58 Paralyzes wielder.
59 Paralyzes both target and wielder.
60 Paralyzes Aunt Sally in Jersey City.
61 Summons Marvin the Paranoid Android.
62 Beatles music streams forth, attracting only hippy monsters.
63 Devo music streams forth, driving all intelligent creatures away.
64 Floor starts to talk to wielder (but no one else can hear it).
65 Target turns gaseous.
66 Diminishes target to 10% of height.
67 Projects image of He-Man in front of target.
68 Puts a door (3'x8'), closed, between wielder and target (if walls are more than 3' apart, there is empty space between doorframe and walls).
69 Summons Marty the Martian looking for the Illudium 238 Space Modulator.
70 Causes target to do Otto's Irresistible Dance.
71 Opens pit (10' deep) under target.
72 Opens pit (10' deep) under wielder.
73 Turns target invisible.
74 1d4 shriekers appear and begin shrieking.
75 Causes loud laughter to come from walls (or trees, if outside).
76 Outlines target with faerie fire.
77 A whirlwind deposits a young girl and her dog between wielder and target.
78 Target falls in love with wielder.
79 Target feigns death.
80 Target dies.
81 Rock under target turns to mud.
82 Summons 18 dwarves with picks looking for gems.
83 Bubbles shoot forth, blinding everyone within 2" for 1d4 rounds.
84 Wand shoots a low-power (optical) laser beam from its end.
85 A deck of many things appears, wielder must draw 1-4 cards (number to be decided by wielder).
86 Charms target.
87 Groo wanders in.
88 Target shrinks to 2" and is imprisoned in a crystal ball.
89 A gong appears and a mallet strikes it 1d8 times, then both disappear.
90 Wielder changes sex.
91 Wand grows to 16' long and 3" in diameter.
92 Wand turns to limp rubber.
93 A booming voice sounds, "Give up! You cannot win!"
94 Target polymorphs into form of wielder.
95 Two fingers form and poke target in the eyes.
96 A hand forms and tickles target.
97 Target explodes, doing 2d6 damage to everyone within 30'.
98 Target turns to water.
99 Wielder falls asleep (nothing can wake him).
00 Target becomes loyal follower of wielder (whether wielder likes it or not!)


Dangerous Derivations

01--Target turns to stone.
02--Roll on experimental arrow chart.
03--Caster glows a bright pink.
04--Room or area is filled with a very bright light.
05--Wand Summons 1D4 Skeletal Warriors.
06--1D20 Daggers fly from the wand towards target.
07--Magic washes over the caster
08--Heavy stone block appears above caster then falls...DODGE!!!
09--Wand shoots a fireball. Treat as normal fireball.
10--Wand teleports caster behind target.
11--Supercharge. Wand gains unlimited charges.
12--Monster Summoning 3
13--Gold pieces fly from wand. 1D12 thousand.
14--Target grows 2 more arms and 3 more feet in height.
15--Sputter. Sputter. Wand just shoots out sparks.
16--Random roll. One member of party grows branches.
17--Caster multiplies. Creates one more exactly like himself.
18--Target multiplies. Creates one more exactly like himself.
19--Wand disappears for 1D4 days. Reappears in casters hand.
20--Wand glows brightly. Will detect magic for 1D6 turns.
21--Dangerous Derv appears and will answer one question for party.
22--Wand shoots forth a multitude of flowers. Gets in everyone's way.
23--Magic washes over Caster. Can talk to animals for 1 week.
24--Monster Summoning 2
25--All gold on caster doubles. Double weight.
26--Disintegration beam. Disintegrates a 10'x10'cube.
27--Target gains an extraordinary ability.
28--Wand will remove caster out of dangers way.
29--Wand will develop speech.
30--Summons Earth Elemental. 10 hit dice. Will unerringly obey caster.
31--Target is hasted. Permanently.
32--Something of the casters appears in the targets hands.
33--Lightning Bolt 180' 10' wide.
34--Casters hair falls off. All of it.
35--Target disappears
36--Warps casters mind. Will attack party.
37--Luck increases by 1 permanently.
38--Caster is put into haste until end of battle.
39--Wand shoots forth water. 1000 gallons.
40--Wand turns to dust.
41--Party is teleported away from danger.
42--Time Stop. Everything is stopped but caster. 1D4 turns
43--Target ages 100 years.
44--Pit opens between caster and target. 20'wide 30' deep.
45--Makes 4 bottles appear before caster. Earth, Wind, Fire, Water.
46--Monster Summoning 1
47--Caster gains Special Ability.
48--Caster becomes Impotent.
49--Caster learns 2 more languages.
50--Wand shoots gems out towards target. 1D20 gems of 500gp value.
51--Deadly poison drips from wand tip.
52--Summons 1 Star Demon. Very pissed and not pleased to be there.
53--Target's arms morph into iron spikes.
54--Roll on Experimental Healing Potion chart for caster effect.
55--Wand sucks in all available oxygen in the room.
56--Wand becomes highly magnetic.
57--Caster changes sex.
58--Target goes blind.
59--Wand opens a portal to a random plane.
60--Absolutely nothing happens. Go figure.
61--Summons a familiar. DM's choice.
62--Target's size is halved.
63--Caster gains X-ray vision for 1D10 rounds.
64--Target dies. Gets saving throw vs. death. if succ. 10D10 damage
65--Caster becomes immortal.
66--Caster doubles his/her weight.
67--Target becomes loyal to party. Will help them if possible.
68--Whole party starts to fly. Lasts 1D10 turns.
69--Target instantly goes berserk. double its attacks/melee no dodge
70--Wand makes a wild magic zone in room.
71--Wand makes a 100mph wind gust shoot towards target.
72--Summons a kender. Oh s**t! smile
73--Wand creates a Bigby's crushing hand and sends it to target.
74--Target teleports behind party.
75--Caster turns to stone. Gets saving throw.
76--Target runs away from caster.
77--Target becomes smarter +5 Int.
78--Pit appears below target and caster. 10'deep
79--All magic in room starts to glow.
80--All Within 30 ft Go Blind for 1d10 Rounds (inclu. wand holder)
81--100-1000 lbs (1d10) of Manure buries Target Or Wand Wielder 50% chance
82--Target gains additional d6 1=hand 2=leg 3=head 4=tail 5=arm 6=foot
83--Random Magic Item From Party Disappears and a map reappears w/location
84--A Small Meteor Strikes Target 10d10 x1d10 damage up to 10-60 yards radius
85--Caster soul switches with target
86--Caster loses -1 from prime req.
87--Caster and Party IT's to random Tenanted Dragons Lair
88--Caster Gains Notice of Deity 50-50 bad or good
89--Random minor power added to random party item
90--Gates In Barbed Devil 50% attacks party or target then disappears
91--Wielder becomes monster attractor 25%
92--Target becomes missile attractor 300ft rad.
93--Wielder Gains 1d6 hits permanently
94--Random Magic Item within 50 ft drained of magic 1-6 days
95--Target or caster polymorphs into Bozo the clown (minus weapons) 50%
96--Target suffers Major wound (roll random critical)
97--Solar arrives to help or hinder depending on align or 50% roll
98--Bottle appears in front of caster (random)
99--Wielder loses any 1 curse (dm's option)
100-Wieldor becomes in love with next monster he/she sees
PostPosted: Tue Oct 19, 2004 11:03 am


Shouldn't 83 on the O Wondrous Wand chart be 20' instead of 2'?

Oblivious Sage


Kalgalath

PostPosted: Tue Oct 19, 2004 1:33 pm


tylara67
Shouldn't 83 on the O Wondrous Wand chart be 20' instead of 2'?


Eh, I just copy and pasted this one from the website; its not the one I use, though I pulled a large number of things from it. Whats there is what the guy wrote sweatdrop
PostPosted: Wed Jun 15, 2005 6:29 am


My players will hate you for posting that wink

sexehmuleh


Fiver

PostPosted: Wed Jun 15, 2005 1:48 pm


One would have to be pretty much insane to begin with to use one of those. smile While on the one hand, the results are generally beneficial, on the other hand, do you really want to take that risk?
PostPosted: Fri Jun 17, 2005 6:06 pm


Fiver
One would have to be pretty much insane to begin with to use one of those. smile While on the one hand, the results are generally beneficial, on the other hand, do you really want to take that risk?


Lemme tell you, it really livens games up alot. However, I have found that in the long run it can make things hard for the DM, unless he designs a chart of his own, because it can make hard encounters rediculously easy. Which is why a DM really should do the rolls himself. I mean, its one thing for a player to use the wand and liquify one of a band of goblins. . . quite another to do it to an Ancient Red Wyrm.

However, it DOES add an element of hilarity to your games. Once, a friend was playing a Wild Mage, and was trying to cast polymorph when she got a wild surge. Her roll was the "Spell creates a free-willed elemental whose duration is that of the spell and whose touch causes the spell's effect".

Since polymorphs duration is permanent.... well, I think you can do the math. sweatdrop sweatdrop sweatdrop

Amazingly, she managed to convince it that we were friendly, it and wandered around with us for awhile.

Rihana dElvidai


Maonikitsune

PostPosted: Wed Jun 29, 2005 2:56 am


Thats great, but so broken. sweatdrop
PostPosted: Wed Jun 29, 2005 7:43 am


Maonikitsune
Thats great, but so broken. sweatdrop


Ah, but thats the beauty of it. You can make up your own list to fit your own needs. In fact, the 2nd ed. DMG highly suggested it. You can also simply use the Wild Surge chart from Tome of Magic, too. Neither that one or the one listed in the DMG are broken at all.

Kalgalath


Maonikitsune

PostPosted: Thu Jun 30, 2005 1:32 pm


I know...but I personaly never used it...gives me ideas though... 3nodding
PostPosted: Thu Jun 30, 2005 7:49 pm


As if your campaigns aren't crazy enough. rolleyes

Fiver


Kalgalath

PostPosted: Fri Jul 01, 2005 4:23 am


Hehe, the Wand of Wonder really does spice things up in the areas of campaign wackiness.

Or even sometimes makes for a really amusing story, such as:

One time tylara and I were playing a PnP game with my sister and some friends of ours, and we were undergoing what was basically a fight to sunder and cure Tylara's characters multiple personalities. . . (yes, this is the origins of Xaetia the crazy were-panther wild mage :-p) Basically, each personality was incarnated as a separate creatures, and the party had to fight them.

Well, during one round, my sister (who is playing a gnome) stands right in front of the Dire Panther and uses the wand. She rolls "Wielder is shrunk to 1/10 normal size". Now of course, being a gnome, this makes here REALLY small. Like a few inches tall. Standing in front of a Dire Panther who is very, very hungry.

So of course, when its turn comes up, it gets a natural 20 on a bite roll. . . so gulp, down the hatch she goes.

Me always being willing to give a player a chance to save thier lives, I give her two rounds to act before she's dead and digested, and what does she do? Uses the wand again. Only THIS time, she gets a fireball. From inside the panther's stomach. Oh ye gods, the pain!
PostPosted: Fri Jul 01, 2005 4:17 pm


But the shrinkage doesn't say anything about ability score or hp change...

Imagine the power! o.o Imagine the bonuses to attack, AC, and hide!

Fiver


Undesirable Desire

Gracious Genius

4,875 Points
  • Hygienic 200
  • Signature Look 250
  • Conversationalist 100
PostPosted: Sun Jul 03, 2005 1:32 pm


*gets googly eyed.* oooo. the poooowwweeeerrrr
PostPosted: Tue Jul 05, 2005 2:03 am


Kalgalath
Hehe, the Wand of Wonder really does spice things up in the areas of campaign wackiness.

Or even sometimes makes for a really amusing story, such as:

One time tylara and I were playing a PnP game with my sister and some friends of ours, and we were undergoing what was basically a fight to sunder and cure Tylara's characters multiple personalities. . . (yes, this is the origins of Xaetia the crazy were-panther wild mage :-p) Basically, each personality was incarnated as a separate creatures, and the party had to fight them.

Well, during one round, my sister (who is playing a gnome) stands right in front of the Dire Panther and uses the wand. She rolls "Wielder is shrunk to 1/10 normal size". Now of course, being a gnome, this makes here REALLY small. Like a few inches tall. Standing in front of a Dire Panther who is very, very hungry.

So of course, when its turn comes up, it gets a natural 20 on a bite roll. . . so gulp, down the hatch she goes.

Me always being willing to give a player a chance to save thier lives, I give her two rounds to act before she's dead and digested, and what does she do? Uses the wand again. Only THIS time, she gets a fireball. From inside the panther's stomach. Oh ye gods, the pain!
the panther has very bad heart burn.

Undesirable Desire

Gracious Genius

4,875 Points
  • Hygienic 200
  • Signature Look 250
  • Conversationalist 100

Madoku

PostPosted: Wed Jul 12, 2006 1:53 pm


Seems like a wand only a very good improvisor should use.
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