The wand could be aimed at a creature, an object, or any point in space. Activating the wand caused it to create a random effect that could possibly target the wielder, the pointed creature or object, or an area in front of the wand. It could be activated up to seven times a day, after which it gradually recovered its powers at dawn on subsequent days. If all the power of a wand of wonder was used up in a single day, there was a small chance that it would crumble to dust and be destroyed.
The wand of wonder was capable of producing a number of different outcomes, each with a different probability to happen. They included casting spells that affected a single creature, such as detect thoughts, enlarge/reduce, flesh to stone, invisibility, and slow; spells that affected an entire area, such as darkness, faerie fire, fireball, gust of wind, lightning bolt, and stinking cloud; and other effects, such as turning the wielder's skin blue, summoning a large animal or a swarm of butterflies, making grass or leaves grow, causing rain, stunning the wielder, banishing objects into the Ethereal plane, and creating a violent burst of either gems or colorful light, among others.
Notable Wands of WonderEdit
- ↑ 1.0 1.1 1.2 1.3 1.4 Mike Mearls, Jeremy Crawford, Christopher Perkins, James Wyatt (2014). Dungeon Master's Guide 5th edition. (Wizards of the Coast), p. 212. ISBN 978-0786965622.
- ↑ Gary Gygax (1979). Dungeon Masters Guide 1st edition. (TSR, Inc.), p. 122. ISBN 0-9356-9602-4.
- ↑ slade et al (November 1995). Encyclopedia Magica Volume IV. (TSR, Inc.), p. 1497. ISBN 0-7869-0289-2.
- ↑ Christopher Perkins (November 2018). Waterdeep: Dungeon of the Mad Mage. Edited by Jeremy Crawford. (Wizards of the Coast), p. 299. ISBN 978-0-7869-6626-4.