Wand of Wonder
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Wand of Wonder
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Wand of Wonder

This wand has 7 charges. While holding it, you can use an action to expend a charge and choose a target within 120 feet of you. The target can be a creature, an object, or a point in space. Roll a d100 and consult the table to see what happens. Any spell save DC is 15. If you expend all changes, roll a d20, one a 1 the wand crumbles into dust and is destroyed. Gains 1d6+1 charges daily.

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