The wand of wonder is a strange and unpredictable device that will generate any number of strange effects, randomly, each time it is used. The usual effects are shown on the table below, but you may alter these for any or all of these wands in your campaign as you see fit. Possible of the wand include:
Roll Effect
01-10 Slow creature pointed at for one turn
11-18 Deludes wielder for one round into believing the wand functions as indicated by a
second die roll
19-25 Gust of wind, double force of spell
26-30 Stinking cloud at 30-foot range
31-33 Heavy rain falls for one round in 60-foot radius of wand wielder
34-36 Summon rhino (1-25), elephant (26-50), or mouse (51-00)
37-46 Lightning bolt (70′ × 5′) as wand
47-49 Stream of 600 large butterflies pour forth and flutter around for two rounds,
blinding everyone (including wielder)
50-53 Enlarge target if within 60 feet of wand
54-58 Darkness in a 30-foot diameter hemisphere at 30 feet center distance from wand
59-62 Grass grows in area of 160 square feet before the wand, or grass existing there
grows to 10 times normal size
63-65 Vanish any nonliving object of up to 1,000 pounds mass and up to 30 cubic feet in
size (object is ethereal)
66-69 Diminish wand wielder to 1/12 height
70-79 Fireball as wand
80-84 Invisibility covers wand wielder
85-87 Leaves grow from target if within 60 feet of wand
88-90 10-40 gems of 1 gp base value shoot forth in a 30-foot-long stream, each causing
one point of damage to any creature in path — roll 5d4 for number of hits
91-97 Shimmering colors dance and play over a 40-by 30-foot area in front of wand—
creatures therein blinded for 1d6 rounds
98-00 Flesh to stone (or reverse if target is stone) if target is within 60 feet
The wand uses one charge per function. It may not be recharged. Where applicable, saving throws should be made.



The Thieves of Waterdeep Fishmonger