Wand of Wonder
(Requires Attunement by a Spellcaster)
This wand has 7 charges. You can use an action
and a charge, choosing a target within 120 feet of
you. Roll d100 and consult the following table to
discover what happens.
The Save DC is 15. The wand regains 1d6+1
charges at dawn. If you expend the wand's last
charge, roll a d20. On a 1, the wand crumbles
into dust and is destroyed.
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