D&D 5E Wand of Wonder?

Sheer boredom can actually account for a lot of really, really stupid decisions. You already know what it does, but really, what have you got to lose? :p
 

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What I've come up with is a wand that serves mostly as an enhanced arcane focus. It can do random good things for the spells you cast. It might raise the effective level by 1. It might grand disadvantage to the save. Etc.

But on occasion (average 1 time in 6), it has to rid itself of the excess magic and probability it's built up, and does so by creating a wand of wonder effect.

I thought it was a cool way of getting the item in there while still making it something that's usually useful, and potent enough that the wizard will want to use it despite the occasional weirdness.
 

In a previous game, we had a low-wisdow chaotic good dragon disciple, and I had a running joke about how my ultimate threat was "if you don't do what I want, I'm going to buy her a rod of wonder and tell her that she'll probably get the hang of it after a while".
 

Most of the effects are beneficial, or at worst harmless. Going down the list, you have a 5% chance of stunning yourself for a round, an 8% chance of casting enlarge/reduce on the wrong team, and 5% chance of blinding yourself and everyone within 30 feet (save ends). That's a mere 18% chance of backfire, most of which are subject to a Con save, so that's really not so bad.

I do wish Wild Magic sorcerers of a certain level could roll twice and pick the result (the way they can when rolling a wild magic surge).
 

Most of the effects are beneficial, or at worst harmless. Going down the list, you have a 5% chance of stunning yourself for a round, an 8% chance of casting enlarge/reduce on the wrong team, and 5% chance of blinding yourself and everyone within 30 feet (save ends). That's a mere 18% chance of backfire, most of which are subject to a Con save, so that's really not so bad.

I do wish Wild Magic sorcerers of a certain level could roll twice and pick the result (the way they can when rolling a wild magic surge).

I think I would rule that a Wild Mage could use Tides of Chaos to reroll.
 

I'm only familiar with early edition versions of the things, but I gave a few away as DM and they were effectively toys, something the PCs would play with during down time but never used during an actual encounter, except for the guy playing the kender. The reason of course is that the thing is dangerous. Even relatively innocuous effects can sometimes turn a normal encounter into a potential TPK. Frex, IIRC, the butterfly cloud looks harmless, but if you're fighting enemies that don't need to see then you've just put the party at a large disadvantage.
 

I saw a WoW in the first D&D game I played. It was great to give to 12 year old boys playing 1st level PCs and watch what happens. :D

It's not much use for high level characters.
 

I dig the Wand of Wonder for the same reason I dig the Wild Magic Surge table and using random roles on tables, such as the ones found in the Dungeon Alphabet and DMG. It adds an element of randomness and whimsy that can take you down interesting and unexpected paths in ways that go back to the roots of the game.

In a 2e game about 24 years ago, the villain was defeated by a Wand of Wonder. He ended up inflating like a balloon and floating away, cursing the PCs the whole time. I don’t remember the time someone did 30 points of damage with a fireball to kill the villain, but I sure as heck remember that one.
 

Over the years I've come to realize that the best use for a Wand of Wonder, or any other form of Chaos Magic (including the entire sub-class of Sorcerer) is to identify D&D players I'd like to avoid.
 

What I've come up with is a wand that serves mostly as an enhanced arcane focus. It can do random good things for the spells you cast. It might raise the effective level by 1. It might grand disadvantage to the save. Etc.

But on occasion (average 1 time in 6), it has to rid itself of the excess magic and probability it's built up, and does so by creating a wand of wonder effect.

That reminds me of the original 2nd Edition wild mage. Most of the time spells cast by the wild mage had their level raised or lowered and the wild surge was an unpredictable side effect that occurred occasionally.
 

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