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Dungeons & Dragons Magical Items Roleplaying

DnD Magical Item Wand of Wonder

Dungeons and Dragons – Mystara

Magical Item – Wand of Wonder

Dungeon Masters Guide
dmg – Dungeon Masters Guide 5E

Base Items – Wand of Wonder

Rare Item Value
Price: 2d10 x1,000 gp (2,000 to 20,000) – 50% for consumable items
Base Price: 12,000 gp or 6,000 gp for expendable
Expendable Items can be attuned on use, at the cost of a random attuned item and slot.
Cursed Items auto attune on use and replace a random attuned item and slot.

  • Magical Item – Rare – Wand of Wondor – 12,000 gp
    • Requirement: Must be a spellcaster to attune to this item.
    • Standard: While not attuned, this wand has a single charge, and can recharge that at dawn on the morning after the night of the full moon.
    • Attunement: This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges and choose a target within 120 feet of you. The target can be a creature, an object, or a point in space. Roll d100 and consult the following table to discover what happens.
      • If the effect causes you to cast a spell from the wand, the spell’s save DC is 15. If the spell normally has a range expressed in feet, its range becomes 120 feet if it isn’t already.
      • If an effect covers an area, you must centre the spell on and include the target. If an effect has multiple possible subjects, the DM randomly determines which ones are affected.
    • The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand’s last charge, roll a d20. On a 1, the wand crumbles into dust and is destroyed.
    • Relic: An Halfling attuned to this item rolls twice and choose the effect on the table.
  • d100     Effect
  • 01-05     You cast slow.
  • 06-10     You cast faerie fire.
  • 11-15     You are stunned until the start of your next turn, believing something awesome just happened.
  • 16-20     You cast gust of wind.
  • 21-25     You cast detect thoughts on the target you chose. If you didn’t target a creature, you instead take 1d6 psychic damage.
  • 26-30     You cast stinking cloud.
  • 31-33     Heavy rain falls in a 60-foot radius centred on the target. The area becomes lightly obscured. The rain falls until the start of your next turn.
  • 34-36     An animal appears in the unoccupied space nearest the target. The animal isn’t under your control and acts as it normally would. Roll a d100 to determine which animal appears. On a 01-25, a rhinoceros appears; on a 26-50, an elephant appears; and on a 51-100, a rat appears. See the Monster Manual for the animal’s statistics.
  • 37-46     You cast lightning bolt.
  • 47-49     A cloud of 600 oversized butterflies fills a 30-foot radius centred on the target. The area becomes heavily obscured. The butterflies remain for 10 minutes.
  • 50-53     You enlarge the target as if you had cast enlarge/reduce. If the target can ‘t be affected by that spell or if you didn’t target a creature, you become the target.
  • 54-58     You cast darkness.
  • 59-62     Grass grows on the ground in a 60-foot radius centred on the target. If grass is already there, it grows to ten times its normal size and remains overgrown for 1 minute.
  • 63-65     An object of the DM ‘s choice disappears into the Ethereal Plane. The object must be neither worn nor carried, within 120 feet of the target, and no larger than 10 feet in any dimension.
  • 66-69     You shrink yourself as if you had cast enlarge/reduce on yourself.
  • 70-79     You cast fireball.
  • 80-84     You cast invisibility on yourself.
  • 85-87     Leaves grow from the target. If you chose a point in space as the target, leaves sprout from the creature nearest to that point. Unless they are picked off, the leaves turn brown and fall off after 24 hours.
  • 88-90     A stream of 1 d4 x 10 gems, each worth 1 gp, shoots from the wand ‘s tip in a line 30 feet long and 5 feet wide. Each gem deals 1 bludgeoning damage, and the total damage of the gems is divided equally among all creatures in the line.
  • 91-95     A burst of colourful shimmering light extends from you in a 30-foot radius. You and each creature in the area that can see must succeed on a DC 15 Constitution saving throw or become blinded for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
  • 96-97     The target’s skin turns bright blue for 1d10 days. If you chose a point in space, the creature nearest to that point is affected.
  • 98-00     If you targeted a creature, it must make a DC 15 Constitution saving throw. If you didn’t target a creature, you become the target and must make the saving throw. If the saving throw fails by 5 or more, the target is instantly petrified. On any other failed save, the target is restrained and begins to turn to stone. While restrained in this way, the target must repeat the saving throw at the end of its next turn, becoming petrified on a failure or ending the effect on a success. The petrification lasts until the target is freed by the greater restoration spell or similar magic.

Example Campaign Items – Wand of Wonder

Traladara Satunainen Wand (W041)
  • Magical Item – Rare – Traladara Satunainen Wand – 14,4050 gp
    • Requirement: Must be a spellcaster to attune to this item.
    • Standard: This bronze cast wand has gemstones placed into the handle, and the length with writing in draconic “satunainen”. While not attuned, this wand has a single charge, and can recharge that at dawn on the morning after the night of the full moon.
    • While holding the wand, you gain the item bonus (+1) to your ritual spell roll.
    • While holding it, you can use an action to expend 1 of its charges and create a harmless burst of multi-coloured light at a point you can see up to 60 ft away. The burst of light is accompanied by a crackling noise that can be heard up to 300 ft away. The light is as bright as a torch flame but lasts only a second.
    • Attunement: This wand has 7 charges, 2 additional maximum charges due to enchantment up to 9 total. While holding it, you can use an action to expend 1 of its charges and choose a target within 120 feet of you. The target can be a creature, an object, or a point in space. Roll d100 and consult the following table to discover what happens.
      • If the effect causes you to cast a spell from the wand, the spell’s save DC is 15. If the spell normally has a range expressed in feet, its range becomes 120 feet if it isn’t already.
      • If an effect covers an area, you must centre the spell on and include the target. If an effect has multiple possible subjects, the DM randomly determines which ones are affected.
    • The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand’s last charge, roll a d20. On a 1, the wand crumbles into dust and is destroyed.
    • While holding this wand, you gain an item bonus to spell attack rolls. In addition, you ignore half cover when making a spell attack.
    • Relic: An Halfling attuned to this item rolls twice and choose the effect on the table. A Genasi add dice equal to item bonus to a spell cast using this wand once per long rest, a fire genasi can do this once per short rest instead. If you are a Genasi, you have an additional 2 charges. If you are a fire genasi, as an action, you can expend 1 charge to make a ranged attack to target a creature make a DC 12 Dexterity saving throw or be blinded for 1 round. Either way all creatures in a 30 ft radius of the target make a DC 12 Constitution saving thrown or a deafened for 1 round.
    • Details made from: Created by Humans, Ornamental, Wand of Pyrotechnics, Wand of the War Mage +1
    • Owners:
      • ??? Dmitri (Traladaran Wizard/Rogue) Picked up in quasqeaton. (Mystery in Radlebb Woods room 8)
      • ?? Willy (Halfling Bard) Gift from Dmitri.
      • ?? Willy (Halfling Bard) Further enhanced by the wizard of Millenian empire.

Original Item – Wand of Wonder

Source: Dungeon Masters Guide (dmg212)

WAND OF WONDER

Wand, rare (requires attunement by a spellcaster)

This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges and choose a target within 120 feet of you. The target can be a creature, an object, or a point in space. Roll dlOO and consult the following table to discover what happens.

If the effect causes you to cast a spell from the wand, the spell’s save DC is 15. If the spell normally has a range expressed in feet, its range becomes 120 feet if it isn’t already.

If an effect covers an area, you must center the spell on and include the target. If an effect has multiple possible subjects, the DM randomly determines which ones are affected.

The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand’s last charge, roll a d20. On a 1, the wand crumbles into dust and is destroyed.

  • d100     Effect
  • 01-05     You cast slow.
  • 06-10     You cast faerie fire.
  • 11-15     You are stunned until the start of your next turn, believing something awesome just happened.
  • 16-20     You cast gust of wind.
  • 21-25     You cast detect thoughts on the target you chose. If you didn’t target a creature, you instead take 1d6 psychic damage.
  • 26-30     You cast stinking cloud.
  • 31-33     Heavy rain falls in a 60-foot radius centred on the target. The area becomes lightly obscured. The rain falls until the start of your next turn.
  • 34-36     An animal appears in the unoccupied space nearest the target. The animal isn’t under your control and acts as it normally would. Roll a d100 to determine which animal appears. On a 01-25, a rhinoceros appears; on a 26-50, an elephant appears; and on a 51-100, a rat appears. See the Monster Manual for the animal’s statistics.
  • 37-46     You cast lightning bolt.
  • 47-49     A cloud of 600 oversized butterflies fills a 30-foot radius centred on the target. The area becomes heavily obscured. The butterflies remain for 10 minutes.
  • 50-53     You enlarge the target as if you had cast enlarge/reduce. If the target can ‘t be affected by that spell or if you didn’t target a creature, you become the target.
  • 54-58     You cast darkness.
  • 59-62     Grass grows on the ground in a 60-foot radius centred on the target. If grass is already there, it grows to ten times its normal size and remains overgrown for 1 minute.
  • 63-65     An object of the DM ‘s choice disappears into the Ethereal Plane. The object must be neither worn nor carried, within 120 feet of the target, and no larger than 10 feet in any dimension.
  • 66-69     You shrink yourself as if you had cast enlarge/reduce on yourself.
  • 70-79     You cast fireball.
  • 80-84     You cast invisibility on yourself.
  • 85-87     Leaves grow from the target. If you chose a point in space as the target, leaves sprout from the creature nearest to that point. Unless they are picked off, the leaves turn brown and fall off after 24 hours.
  • 88-90     A stream of 1 d4 x 10 gems, each worth 1 gp, shoots from the wand ‘s tip in a line 30 feet long and 5 feet wide. Each gem deals 1 bludgeoning damage, and the total damage of the gems is divided equally among all creatures in the line.
  • 91-95     A burst of colourful shimmering light extends from you in a 30-foot radius. You and each creature in the area that can see must succeed on a DC 15 Constitution saving throw or become blinded for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
  • 96-97     The target’s skin turns bright blue for 1d10 days. If you chose a point in space, the creature nearest to that point is affected.
  • 98-00     If you targeted a creature, it must make a DC 15 Constitution saving throw. If you didn’t target a creature, you become the target and must make the saving throw. If the saving throw fails by 5 or more, the target is instantly petrified. On any other failed save, the target is restrained and begins to turn to stone. While restrained in this way, the target must repeat the saving throw at the end of its next turn, becoming petrified on a failure or ending the effect on a success. The petrification lasts until the target is freed by the greater restoration spell or similar magic.

Content Updates

  • 2021-08-15 – Updated item description for Traladara Wand of Wonder. Though should change the name to be more unique. I switched it to the Traladara Satunainen Wand.
  • 2021-07-17 – Added in the Original Item version.
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By thedarkelf007

I am a long term gamer, I run 6 RPG's a fortnight, host board game, card game and LANs each about once a quarter and have an addiction to buying more games. Games I am currently running are Pathfinder (1st and 2nd Edition) and Dungeons and Dragons (5th Edition).

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