| d20 | Result | Result |
|---|---|---|
1 |
Detect Magic |
The target can detect magic for 1 hour. |
2 |
Float |
The target can walk on water or perform great leaps for 1 hour. |
3 |
Healing |
Restore 5 HP in the target within range of sight. |
4 |
Lightning |
Deal 10 Lightning damage to one target in range of sight. |
5 |
Wind |
Apply 3 levels of Push to a target in range of sight. |
6 |
Disguise |
Change the appearance of a target for up to 1 hour. |
7 |
Fear |
Apply 2 Panic to a target within range of sight. |
8 |
Webs |
Apply 2 Slow to a target in range of sight. You may pull that target up to 25 feet by performing an action. |
9 |
Amplification |
Boost a spell you are casting by 1 by expending a charge. |
10 |
Unlocking |
Unlock any non magical lock. |
11 |
Detect Invisible |
The target can see invisible things for 1 hour. |
12 |
Acid |
Deal 10 Acid Damage to a target within Range of Sight. |
13 |
Magic Missiles |
Create 2 Missiles that deal 4 damage each and each may automatically hit a target of your choosing. |
14 |
Grab |
Teleport a 1 Slot or less that you can see into your hand. |
15 |
Ice |
Deal 10 Cold damage to a target within range of sight. |
16 |
Sleep |
Can turn into any outfit. Reverts if you are damaged. |
17 |
Teleport |
Move a friendly target to a space within 50 feet. |
18 |
Spirit |
See and speak to spirits for 1 hour. |
19 |
Avatar |
When you are dealt magic damage, gain 1 bonus damage to your next attack per every 5 damage you received. |
20 |
Dispel |
Counter or end a spell. The person using the wand takes 1 Psychic damage per GP used to cast the spell. |