100 uses for the Dangerous Derv Wand of Wonder
01- Target turns to stone
02- Roll on experimental arrow chart
03- Caster glows a bright pink
04- Room or area is filled with a very bright light. (sun like)
05- Wand summons 1d4 Skeletal Warriors
06- 1d20 Daggers fly form the wand towards target
07- Magic washes over the caster (unlimited wish)
08- Heavy stone block appears above caster then falls… DODGE!!!
09- Wand shoots a fireball. Treat as normal fireball
10- Wand teleports caster behind target
11- Supercharge. Wand gains unlimited charges
12- Monster summoning 3
13- Gold pieces fly from wand. 1d12 thousand
14- Target grows 2 more arms and 3 more feet in height
15- Sputter. Sputter. Wand just shots out sparks
16- Random roll. One member of party grows branches
17- Caster multiplies. Create one more exactly like himself
18- Target multiplies. Creates one more exactly like himself
19- Wand disappears for 1d4 days. Reappears in casters hand
20- Wand glows brightly. Will detect magic for 1d6 turns
21- Dangerous Derv appears and will answer one question for party
22- Wand shoots forth a multitude of flowers. Gets in everyone’s way
23- Magic washes over Caster. Can talk to animals for 1 week
24- Monster summoning 2
25- All gold on caster doubles. Double weight
26- Disintegration beam. Disintegrates a 10’x10’ cube
27- Target gains an extraordinary ability
28- Wand will remove caster out of dangers way
29- Wand will develop speech
30- Summons Earth Elemental. 10 hd. Will unerringly obey caster
31- Target is hasted. Permanently
32- Something of the casters appears in the targets hands
33- Lightning Bolt 180’ 10’ wide
34- Caster hair falls off. All of it
35- Target disappears
36- Warps casters mind. Will attack party
37- Luck increases by 1 permanently
38- Caster is put into haste until end of battle
39- Wand shoots forth water. 1000 gallons
40- Wand turns to dust
41- Party is teleported away fro danger
42- Time stop. Everything is stopped but caster 1d4 turns
43- Target ages 100 years
44- Pit opens betw3een caster and target. 20’ wide 30’ deep
45- Makes 4 bottles appear before caster. Earth, Wind, Fire, Water, elemental
46- Monster summoning 1
47- Caster gains special ability
48- Caster becomes impotent
49- Caster learns 2 more Lang
50- Wand shoots gems out towards target. 1d20 gems of 500 gp value
51- Deadly poison drips from wand tip
52- Summons 1 star demon. Avery pissed and not pleased to be there
53- Target’s arms morph into iron spikes
54- Roll on experimental healing potion chart for caster effect
55- Wand sucks in al available oxygen in the room
56- Wand becomes highly magnetic
57- Caster changes sex
58- Target goes blind
59- Wand opens a portal to random plane
60- Absolutely nothing happens, go figure
61- Summons a familiar. DM’s choice
62- Target’s size is halved
63- Caster gains X-ray visions for 1d10 rnds
64- Target dies, saving throw vs, death, is succ 1d10 dmg
65- Caser becomes immortal (fells tingle, won’t age)
66- Caster doubles his/hers weight
67- Target becomes loyal to party. Will help them is possible
68- Whole party starts to fly. Lasts 1d10 turns
69- Target instantly goes berserk, double its attacks/melee no dodge
70- Wand makes wild magic zone in room
71- Wand makes a 100 mph wind gust shoot towards target
72- Summons a kinder. Oh SHIT!!
73- Wand creates a Bigby’s crushing hand and sends it to the target
74- Target teleports behind party
75- Caster turns to stone. Gets saving throw
76- Target runs away from caster
77- Target becomes smarter +5 int
78- Pit appears below target and caster 10’ deep
79- All magic in room starts to glow
80- All within 30 ft Go blind for 1d10 rnd, including wand holder
81- 100-1000 lbs (1d10) of manure buries target or wand wielder 50% chance
82- Target gains additional limb 1d6 1-hand 2-leg 3-head 4-tail 5-arm 6-foot
83- Random magic item from party disappears and a map reappears with location
84- Small meteors strikes target 10d10x1d10 dmg up to 10-60 yards radius
85- Caster soul switches with target
86- Caster loses -1 from prime req
87- Caster and party transports to random dragon lair
88- Caster gains Notice of Deity 50/50 bad or good
89- Random minor power added to random party item
90- Gates in barbed devil 50% attacks party or target then disappears
91- Wielder becomes monster attractor 25%
92- Target becomes missile attractor 300 ft rad
93- Wielder gains 1d6 hits permanently
94- Random magic item within 50 ft drained of magic 1-6 days
95- Target or caster morphs into Bozo the clown (minus weapons) 50 %
96- Target suffers major wound
97- Solar arrives to help or hinder party depending on align or 50% roll
98- Bottle appears in front of caster (random)
99- Wielder loses any 1 Curse ( dm’s option)
100- Wielder becomes in love with next monster he or she sees