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Wand of Wonder 5e: The d100 Table, the Real Odds and the 2024 Rewrite
The Wand of Wonder 5e is a rare wand that requires attunement (by a spellcaster in 2014, by anyone in 2024). It has 7 charges. Spend one, pick a target or point within 120 feet, and roll d100: you might cast Fireball or Lightning Bolt, stun yourself, summon an elephant or turn someone's skin blue. Spells from the wand use save DC 15. It regains 1d6 + 1 charges at dawn, and spending the last charge risks destroying it on a d20 roll of 1. The 2024 version reorganized the whole table, and the odds of a big damage spell dropped from 20% to 9%. The verdict: a fun item for a player who wants chaos, a poor one for a player who wants a reliable weapon.
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Wand of Wonder Rules Text and d100 Table
Wand of Wonder
2014 rules
Wand, rare (requires attunement by a spellcaster)
RareRequires attunement by a spellcaster
This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges and choose a target within 120 feet of you. The target can be a creature, an object, or a point in space. Roll d100 and consult the following table to discover what happens.
If the effect causes you to cast a spell from the wand, the spell's save DC is 15. If the spell normally has a range expressed in feet, its range becomes 120 feet if it isn't already.
If an effect covers an area, you must center the spell on and include the target. If an effect has multiple possible subjects, the GM randomly determines which ones are affected.
The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into dust and is destroyed.
d100
Effect
01-05
You cast slow.
06-10
You cast faerie fire.
11-15
You are stunned until the start of your next turn, believing something awesome just happened.
16-20
You cast gust of wind.
21-25
You cast detect thoughts on the target you chose. If you didn't target a creature, you instead take 1d6 psychic damage.
26-30
You cast stinking cloud.
31-33
Heavy rain falls in a 60-foot radius centered on the target. The area becomes lightly obscured. The rain falls until the start of your next turn.
34-36
An animal appears in the unoccupied space nearest the target. The animal isn't under your control and acts as it normally would. Roll a d100 to determine which animal appears. On a 01-25, a rhinoceros appears; on a 26-50, an elephant appears; and on a 51-100, a rat appears.
37-46
You cast lightning bolt.
47-49
A cloud of 600 oversized butterflies fills a 30-foot radius centered on the target. The area becomes heavily obscured. The butterflies remain for 10 minutes.
50-53
You enlarge the target as if you had cast enlarge/reduce. If the target can't be affected by that spell, or if you didn't target a creature, you become the target.
54-58
You cast darkness.
59-62
Grass grows on the ground in a 60-foot radius centered on the target. If grass is already there, it grows to ten times its normal size and remains overgrown for 1 minute.
63-65
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 target, and no larger than 10 feet in any dimension.
66-69
You shrink yourself as if you had cast enlarge/reduce on yourself.
70-79
You cast fireball.
80-84
You cast invisibility on yourself.
85-87
Leaves grow from the target. If you chose a point in space as the target, leaves sprout from the creature nearest to that point. Unless they are picked off, the leaves turn brown and fall off after 24 hours.
88-90
A stream of 1d4 × 10 gems, each worth 1 gp, shoots from the wand's tip in a line 30 feet long and 5 feet wide. Each gem deals 1 bludgeoning damage, and the total damage of the gems is divided equally among all creatures in the line.
91-95
A burst of colorful shimmering light extends from you in a 30-foot radius. You and each creature in the area that can see must succeed on a DC 15 Constitution saving throw or become blinded for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
96-97
The target's skin turns bright blue for 1d10 days. If you chose a point in space, the creature nearest to that point is affected.
98-100
If you targeted a creature, it must make a DC 15 Constitution saving throw. If you didn't target a creature, you become the target and must make the saving throw. If the saving throw fails by 5 or more, the target is instantly petrified. On any other failed save, the target is restrained and begins to turn to stone. While restrained in this way, the target must repeat the saving throw at the end of its next turn, becoming petrified on a failure or ending the effect on a success. The petrification lasts until the target is freed by the greater restoration spell or similar magic.
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.
Table: Wand of Wonder Effects
1d100
Effect
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 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 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.
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 × 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.
•2014: take an action, spend 1 charge and choose a target within 120 feet: a creature, an object or a point in space.
•2024: take a Magic action, spend 1 charge and choose a point within 120 feet. That point becomes the origin of whatever the table produces.
The difference in targeting matters for several rows. In 2014 many effects refer to "the target," and if you picked a point in space instead of a creature, some of them land on you (the Detect Thoughts row deals you 1d6 psychic damage; the petrification row makes you save). In 2024 the table works from the point and usually affects "the creature closest" to it.
Charges and the crumble roll
The wand holds 7 charges and regains 1d6 + 1 (2 to 7, average 4.5) each dawn. Only spending the last charge carries a risk: roll a d20, and on a 1 the wand crumbles to dust. That's a 5% chance each time you empty it. A user who keeps one charge in reserve never risks the wand at all.
Spells cast from the wand
Spells from the wand use save DC 15. The SRD's general rule for spells cast from items applies in both editions: the spell is cast at its lowest level, uses no spell slot and no components, and needs Concentration if the spell does. So a wand Fireball or Lightning Bolt deals 8d6 (average 28), and a wand-cast Slow, Stinking Cloud or Invisibility ends your existing Concentration spell.
Range works differently in each edition. In 2014, any spell with a range in feet becomes 120 feet "if it isn't already", which shortens Fireball's 150 feet. In 2024, only ranges shorter than 120 feet are raised to 120.
Where area effects go
In 2014, an area effect has to be centered on the target and include it. Point the wand at an enemy standing next to you and a 20-foot-radius Fireball includes you. In 2024 the spell originates at the chosen point, and Lightning Bolt and Gust of Wind run as a Line from you to that point.
Who gets hit when there's a choice
When an effect has several possible subjects, the GM picks randomly among them in both editions. That rule bites on Slow, which normally lets the caster choose up to six creatures: from the wand, the GM rolls to see who is slowed, and your allies are eligible if they're in the area.
The Odds: What a Roll Really Does
Grouping every row of each table by what it does for the user, assuming you aim at an enemy creature:
Faerie Fire, Detect Thoughts, Darkness, Gust of Wind, Invisibility on you
25%
Faerie Fire, Darkness, Gust of Wind, Invisibility on you
18%
Backfires
You're stunned, the target is enlarged, you shrink, blinding burst on you and nearby creatures
18%
You're stunned, 1d6 psychic damage to you, the closest creature is enlarged, you shrink, blinding burst around you
24%
Mostly harmless
Rain, an animal, butterflies, grass, an object vanishes, leaves, gems, blue skin
24%
Rain, butterflies, a creature appears, grass, an object vanishes, leaves, gems
33%
The biggest single change: Fireball plus Lightning Bolt was 20% of the 2014 table (10% each) and is 9% of the 2024 table (4% and 5%). In 2024, the 01-20 band is one row that rolls a d10 among Darkness, Faerie Fire, Fireball, Slow and Stinking Cloud, 4% each.
A few rows deserve a note:
•Petrification (98-00 in both): a DC 15 Constitution save; a failure leaves the creature Restrained and turning to stone, and a second failure makes it Petrified until Greater Restoration or similar magic frees it. In 2014, failing the first save by 5 or more petrifies instantly.
•The animal or creature row: a Rhinoceros, an Elephant or a Rat, not under your control. In 2024 it vanishes after an hour or at 0 hit points; the 2014 text gives no duration.
•Polymorph (2024 only, 93-97): the closest creature becomes a black bear, a giant wasp or a frog if it fails a DC 15 Wisdom save. Usually good against a big monster, bad if your ally is closest to the point.
•The blinding burst: in 2014 it includes you; in 2024 it's a 30-foot Emanation from you, and an Emanation's origin isn't in the area unless its creator chooses, so you're spared but nearby allies aren't.
Wand of Wonder: 2014 vs 2024
2014 (SRD 5.1)
2024 (SRD 5.2.1)
Attunement
By a spellcaster
Any creature
Activation
An action
A Magic action
Aim
A creature, object or point
A point
Table layout
22 rows
18 rows; 01-20 is a d10 spell roll
Fireball / Lightning Bolt odds
10% / 10%
4% / 5%
New rows
None
Polymorph (93-97); 1d6 psychic to you (31-35)
Removed rows
Detect Thoughts, blue skin
(Not in the 2024 table)
Summoned animal
No time limit stated
Lasts 1 hour or until 0 HP
Rain
Until the start of your next turn
1 minute
Charges
7, regains 1d6 + 1 at dawn, d20 crumble roll
Same
Value
No price in the SRD
4,000 GP (rare)
What this means at the table:
•Anyone can use the 2024 wand. A fighter or barbarian can attune to it, which makes it a real option for a martial character who wants a ranged trick.
•The 2024 wand hits less often but more predictably. The point-of-origin rules remove most of the 2014 "you become the target" outcomes, though the stun, psychic damage and shrink rows still land on you.
•Prep is easier in 2024. The creature row has a clear duration, and Polymorph has three named forms you can have stat blocks ready for: the Black Bear, Giant Wasp and Frog.
Is the Wand of Wonder Worth It?
As a weapon, no. A Wand of Fireballs is also rare and every charge is a Fireball, though it requires attunement by a spellcaster in both editions. The Wand of Wonder casts a damage spell on 20% of rolls in 2014 and 9% in 2024, and backfires on roughly a fifth to a quarter.
As a tool for a desperate moment, sometimes. When the party is losing anyway, a one-in-three (2014) or one-in-four (2024) chance of a fight-changing effect is better than nothing.
As a source of stories, yes. A player who enjoys chaos will remember the elephant. It suits a 2024 martial character with an attunement slot to spare and no other ranged option. It doesn't suit a player who gets frustrated by bad luck.
Wand of Wonder for DMs
Where it turns up. A rare item for a level 5 to 10 hoard. It suits the lair of a reckless or eccentric caster: someone who used it and survived.
Running it fast. Have the rhinoceros, elephant and rat stat blocks ready, plus black bear, giant wasp and frog for 2024, and decide in advance how you'll pick random subjects (number the creatures in the area and roll).
What it changes. Less than you'd fear. With a strong attack only a quarter to a third of the time, it rarely ends a fight on its own. It does add risk to every fight it's used in, including to the party.
Pricing. The 2024 SRD values a rare item at 4,000 GP. The 2014 SRD lists no prices. The magic item rarity calculator can help when a merchant offers it.
Hooks.
•A village's grass is ten times too tall and an elephant is grazing in the square. Somewhere nearby, someone with a wand doesn't know what they're holding.
•A rival adventurer fights with a Wand of Wonder and has no idea what it'll do either. The party has to survive her luck.
Every roll on this wand is a story your table will want to retell. Loreify records the session, so the recap remembers which roll turned the paladin blue.
Frequently Asked Questions
Does the Wand of Wonder require attunement?
Yes. In the 2014 rules it requires attunement by a spellcaster; in the 2024 rules any creature can attune to it.
How many charges does a Wand of Wonder have?
Seven. It regains 1d6 + 1 expended charges each day at dawn. When you spend the last charge, roll a d20; on a 1, the wand crumbles to dust.
What is the save DC of the Wand of Wonder?
15 for spells cast from the wand, in both editions. The petrification row and the blinding burst also use DC 15 Constitution saves.
What are the odds of casting Fireball with a Wand of Wonder?
10% in the 2014 rules (70-79 on the d100) and 4% in the 2024 rules (01-20 on the d100, then 5-6 on a d10). The wand's Fireball is the level 3 version, 8d6 fire damage.
Can a Wand of Wonder hit you or your allies?
Yes. Several rows stun, shrink or damage you, the blinding burst catches nearby allies, and when an effect has several possible subjects the GM picks them at random, so Slow can land on your own party.
Item text: System Reference Document 5.1 (2014) and 5.2.1 (2024), Wizards of the Coast, CC-BY-4.0. Analysis, rulings and ideas are Loreify's own.
This page includes material from the System Reference Document 5.1 and 5.2.1 by Wizards of the Coast LLC, available under the Creative Commons Attribution 4.0 International License. Loreify is not affiliated with Wizards of the Coast.