Wand, rare (requires 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.
You cast slow.
You cast faerie fire.
You are stunned until the start of your next turn,
You cast gust of wind.
You cast detect thoughts on the target you chose.
You cast stinking cloud.
Heavy rain falls in a 60-foot radius centered on
An animal appears in the unoccupied space
You cast lightning bolt.
A cloud of 600 oversized butterflies fills a
You enlarge the target as if you had cast
You cast darkness.
Grass grows on the ground in a 60-foot radius
An object of the GM’s choice disappears into the
You shrink yourself as if you had cast
You cast fireball.
You cast invisibility on yourself.
Leaves grow from the target. If you chose a point
A stream of 1d4 × 10 gems, each worth 1 gp,
A burst of colorful shimmering light extends from
The target's skin turns bright blue for 1d10 days.
If you targeted a creature, it must make a DC 15