경이로움의 지팡이(Wand Of Wonder)

지팡이, 희귀 (필요한 조율)

이 지팡이에는 7개의 충전이 있습니다. 지팡이를 들고 있는 동안 마법 행동을 소모하여 120피트 이내의 지점을 선택해 충전량을 1개 소모할 수 있습니다. 그 위치는 경이의 지팡이 효과 표에서 굴려서 결정한 주문 또는 다른 마법적 효과의 원점이 됩니다. 지팡이로 시전하는 주문은 내성 DC가 15입니다. 만약 주문의 최대 사정거리가

가 일반적으로 120피트 미만인 경우, 지팡이에서 시전하면 120피트가 됩니다. 효과가 여러 대상에게 영향을 줄 수 있는 경우, GM은 그 중 어떤 대상이 영향을 받을지 무작위로 결정합니다.

충전량 회복. 지팡이는 매일 새벽에 소모한 충전량을 1d6 + 1 회복합니다. 지팡이의 마지막 충전량을

지팡이의 마지막 충전량을 소모했다면, 1d20을 굴립니다. 1이면 지팡이가 부서져 먼지가 되어 파괴됩니다.

경이로움의 지팡이 효과

1d100 효과

1d100 효과


01-20 선택한 지점에서 시작되는 주문를 시전합니다. 1d10을 굴려 주문를 결정합니다: 1-2가 나오면 어둠, 3-4는 요정의 불, 5-6은 가 나오면 화염구, 7-8은 늦추기, 9-10은 악취 구름.

65-68 GM이 선택한 물체는 이계의 평면으로 사라집니다. 선택된 물체는 착용하거나 휴대하지 않아야 하며, 선택 지점에서 120피트 이내, 어떤 차원에서도 10피트 이상 크지 않아야 합니다. 사정거리에 이러한 물체가 없으면 아무 일도 일어나지 않습니다.

21-25 선택한 출발지점에서는 아무 일도 일어나지 않습니다. Inste

원문

Wand of Wonder

Wand, Rare (Requires Attunement)

This wand has 7 charges. While holding it, you can take a Magic action to expend 1 charge while choos- ing a point within 120 feet of yourself. That loca- tion 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.

Wand of Wonder Effects

1d100 Effect

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.

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 cho- sen point of origin, and no larger than 10 feet in any dimension. If there are no such objects in range, nothing happens.

21–25 Nothing happens at the chosen point of origin. Instead, you have the Stunned condition until the start of your next turn, believing some- thing awesome just happened.

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.

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.

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 crea- ture appears. On a 1, a Rhinoceros appears; on a 2, an Elephant appears; and on a 3–4, a Rat appears.

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.


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 re- peats 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.

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.

88–92 Nothing happens at the chosen point of ori- gin. 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 Blud- geoning damage, and the total damage of the gems is divided equally among all creatures in the Line.



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.

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 crea- ture 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.

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  • source/srd52/magic_items/wand_of_wonder.txt
  • 마지막으로 수정됨: 2025/05/15 11:18
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