
Wand of Wonder
D&D 2024 item: Wand of Wonder. Source: Dungeon Master's Guide (2024). type Wand, Rare rarity, 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 DM 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. 01-20 You cast a spell originating from the chosen point. Roll 1d10 to determine the spell: on a 1-2, 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 [Area of Effect] 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-foot-high, 60-foot-radius Cylinder [Area of Effect] 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 [Area of Effect] 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 [Area of Effect] created by the spell extends from you to the chosen point of origin. 51-55 The creature close...