# Wand of Wonder > [!info] Item Details > | | | > |---|---| > | **Category** | Wands | > | **Rarity** | Rare | > | **Attunement** | Yes | > | **Source** | DMG p.212 | --- ## Description 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 on the Wand of Wonder table in the DMG to determine the wild magical effect. Effects range from harmless conjurations of flowers or jewels, to stunning the user, to casting powerful spells (stinking cloud, fireball, lightning bolt), to transforming the target into a potted plant. The exact result depends on the d100 roll and is always surprising. The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed. --- ## Properties - 7 charges, regains **1d6 + 1** daily at dawn. - Action (1 charge): target any creature, object, or point within 120 feet — roll d100 for a **random wild effect** (see DMG p.212). - Effects vary wildly from harmless (flowers, gems) to powerful (fireball, polymorph). - Requires attunement by a **spellcaster**.