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Wand of Wonder

Wand Of Wonder
  • Category: Wand
  • Rarity: Rare (Requires Attunement)

This wand has 7 charges. While holding it, you can take a Magic action to expend 1 charge while choosing a point within 120 feet of yourself. That location becomes the point of origin of a spell or other magical effect determined by rolling on the Wand of Wonder Effects table. Spells cast from the wand have a save DC of 15 . If a spell's maximum range is normally less than 120 feet, it becomes 120 feet when cast from the wand. If an effect has multiple possible subjects, the GM determines randomly which among them are affected.

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

Wand of Wonder Effects

1d100 Effect

01-20 You cast a spell originating from the chosen point. Roll IdIO to determine the spell: on a I-2, Darkness; on a 3-4, Faerie Fire; on a 5-6, Fireball; on a 7-8, Slow; on a 9-10, Stinking Cloud.

21-25 Nothing happens at the chosen point of origin. Instead, you have the Stunned condition until the start of your next turn, believing something awesome just happened.

26-30 You cast Gust of Wind. The Line created by the spell extends from you to the chosen point of origin.

31-35 Nothing happens at the chosen point of origin. Instead, you take 1d6 Psychic damage.

36-40 Heavy rain falls for 1 minute in a 120 -foothigh, 60 -foot-radius Cylinder centered on the chosen point of origin. During that time, the area of effect is Lightly Obscured.

41-45 A cloud of 600 oversized butterflies fills a 60 -foot-high, 30 -foot-radius Cylinder centered on the chosen point of origin. The butterflies remain for 10 minutes, during which time the area of effect is Heavily Obscured.

46-50 You cast Lightning Bolt. The Line created by the spell extends from you to the chosen point of origin.

51-55 The creature closest to the chosen point of origin is enlarged as if you had cast Enlarge/ Reduce on it. If the target isn't you and can't be affected by that spell, you become the target instead.

56-60 A magically formed creature appears in an unoccupied space as close to the chosen point of origin as possible. The creature isn't under your control, acts as it normally would, and disappears after 1 hour or when it drops to 0 Hit Points. Roll 1d4 to determine which creature appears. On a 1, a Rhinoceros appears; on a 2, an Elephant appears; and on a 3-4, a Rat appears.

61-64 Grass covers a 60 -foot-radius circle of ground, with the center of that circle as close to the chosen point of origin as possible. Grass that's already there grows to ten times its normal size and remains overgrown for 1 minute.

1d100 Effect

65-68 An object of the GM's choice disappears into the Ethereal Plane. The object must be neither worn nor carried, within 120 feet of the chosen point of origin, and no larger than 10 feet in any dimension. If there are no such objects in range, nothing happens.

69-72 Nothing happens at the chosen point of origin. Instead, you shrink as if you had cast Enlarge/ Reduce on yourself and remain in that state for 1 minute.

73-77 Leaves grow from the creature nearest to the chosen point of origin. Unless they are picked off, the leaves turn brown and fall off after 24 hours.

78-82 Nothing happens at the chosen point of origin. Instead, a burst of colorful, shimmering light extends from you in a 30-foot Emanation. Each creature in the area must succeed on a DC 15 Constitution saving throw or have the Blinded condition for 1 minute. A creature repeats the save at the end of each of its turns, ending the effect on itself on a success.

83-87 Nothing happens at the chosen point of origin. Instead, you cast Invisibility on yourself.

88-92 Nothing happens at the chosen point of origin. Instead, a stream of 1d4 \times 10 gems, each worth 1 GP, shoots from the wand's tip in a Line 30 feet long and 5 feet wide toward the chosen point of origin. Each gem deals 1 Bludgeoning damage, and the total damage of the gems is divided equally among all creatures in the Line.

93-97 You cast Polymorph, targeting the creature closest to the chosen point of origin. Roll 1d4 to determine the target's new form. On a 1, the new form is a Black Bear; on a 2, the new form is a Giant Wasp; on a 3-4, the new form is a Frog.

98-00 The creature closest to the chosen point of origin makes a DC 15 Constitution saving throw. On a failed save, the creature has the Restrained condition and begins to turn to stone. While Restrained in this way, the creature repeats the save at the end of its next turn. On a successful save, the effect ends. On a failed save, the creature has the Petrified condition instead of the Restrained condition. The petrification lasts until the creature is freed by the Greater Restoration spell or similar magic.

Tactical Applications

Chaotic Magic: Provides unpredictable magical effects with random spell outcomes. Exceptional for chaos specialists, wild magic users, and characters embracing unpredictability and magical chaos in combat situations.

Class Synergies:

  • Wild Magic Sorcerers: Perfect for chaos specialists wanting enhanced unpredictable magic and wild effects
  • Any Spellcaster: Essential for characters needing backup magical options and chaotic enhancement
  • Chaos Builds: Excellent for characters requiring unpredictable capabilities and random magic
  • Desperate Situations: Outstanding for characters prioritizing high-risk, high-reward magical themes

Build Considerations: Requires attunement by spellcaster but provides unpredictable magical effects. Most valuable for characters comfortable with chaos and unpredictable outcomes.

Acquisition Methods

Crafting Requirements: Requires wild magic, chaos enchantments, and unpredictable essences. Creation cost 15,000-30,000 gp and takes 25 weeks.

Common Sources:

  • Chaos specialists and wild magic enchanters
  • Treasure hoards of legendary chaos mages and unpredictability masters
  • Commission from enchanters specializing in wild magic
  • Found in the collections of chaos researchers and wild magic specialists
  • Sometimes discovered in chaotic locations or obtained from wild magic creature encounters

Alternative Acquisition: Often found in locations with strong connections to wild magic and chaos themes.

Value & Trade

Estimated Value: 25,000-50,000 gp, with variable demand among chaos specialists and desperate adventurers.

Trade Considerations: Popular among wild magic users and anyone requiring unpredictable magical capabilities.

Character Integration

Roleplay Elements: Suggests experience with wild magic, chaos mastery, or professional roles requiring unpredictability and chaotic magic expertise.

Character Concepts:

  • Chaos master with wild magic expertise and unpredictability experience
  • Wild magic specialist using chaos magic for unpredictable enhancement and random effects
  • Character with extensive experience in chaotic environments requiring wild magic capabilities
  • Unpredictability specialist combining chaos magic with traditional wild techniques

Adventure Hooks

The Chaos Crisis: Wild magic scenarios where unpredictable effects provide crucial chaotic advantages and random solutions.

The Wild Mission: Chaos operations where unpredictable magic determines effectiveness and wild mastery.

The Unpredictable Challenge: Chaotic situations where wild magic enables random manipulation and chaos superiority.

The Random War: Wild conflicts where chaotic abilities advance unpredictable positioning and chaos dominance.

Variants & Customization

Greater Wand of Wonder (Legendary): Enhanced chaos power and additional wild abilities with improved unpredictable capabilities.

Wand of Ultimate Chaos (Artifact): Includes comprehensive wild magic and ultimate chaos enhancement.

Chaos Lord's Wonder Wand (Very Rare): Optimized for wild magic with enhanced chaos bonuses and unpredictable features.

Specialized Variants:

  • Wild Surge Wand: Enhanced for surge magic with improved chaos control and wild manipulation
  • Entropy Wand: Optimized for disorder with enhanced chaotic effects and unpredictable mastery
  • Pandemonium Wand: Specialized for ultimate chaos with enhanced wild magic and chaotic dominance

Lore & History

Origins: Created by chaos masters who needed reliable unpredictability for their wild magic mastery and chaos research.

Historical Significance: These wands enabled crucial chaotic victories and the mastery of wild techniques throughout unpredictability history.

Cultural Impact: Represent the embrace of chaos and the effectiveness of wild magic mastery.

Magical Craft: Demonstrates understanding of chaos magic and the complex processes required for unpredictable enhancement.

Balancing Notes

Introduction Timing: Appropriate for levels 6-14 when wild magic becomes important and chaos provides significant advantages.

Campaign Impact: Provides unpredictable magical capabilities balanced by spellcaster requirement and chaotic uncertainty.

Chaos Focus: Most valuable in campaigns featuring wild magic encounters and chaos-themed situations.

Encounter Design

Recommended Challenges:

  • Chaos scenarios where wild magic enables unpredictable effectiveness and chaotic mastery
  • Wild encounters where chaos abilities provide random advantages and unpredictable manipulation
  • Unpredictable challenges where chaos enhancement determines wild effectiveness and chaotic success
  • Random situations where wild magic advances objective completion and chaos superiority

Chaos Adjustments: Encounters may need to account for unpredictable magical effects and enhanced chaotic outcomes.

Chaos Items: Other items that enhance wild magic and provide unpredictable capabilities.

Wild Equipment:

  • Items that improve chaos effectiveness and wild capabilities
  • Equipment for unpredictable enhancement and chaos mastery
  • Tools for wild magic and chaos development

Complementary Equipment: Items that enhance chaotic abilities or provide additional wild benefits.

Roleplay Opportunities

Chaos Mastery: Characters develop expertise in wild techniques and unpredictable magic.

Wild Leadership: Chaos capabilities create opportunities for leading unpredictable missions and chaotic operations.

Unpredictable Excellence: Wild magic enables impressive demonstrations of chaos mastery and unpredictable superiority.