Wand of cold
|A magical device which throws great bolts of cold.|
As usual for wands, the beam from a wand of cold zapped by the player has a power rating of (30 + 2d(Evocations skill)). It can hold at most 15 charges.
As with any other wand, the bolt of cold projected by a wand of cold in the hands of a monster uses a power rating of (30 + (monster hit dice)). This gives it a typical damage output of 3d11 when used by low-level monsters and 3d12 when used by mid-to-high level monsters, and the player needs EV 19 to have a 50% chance of evading the beam without Repel or Deflect Missiles in force.
Tips and tricks
As a tier-1 attack wand, wands of cold provide a powerful backup attack.
Melee characters should save them for non-cold-resistant opponents that are unusually dangerous to engage in melee, such as hydras, acidic monsters, and (at low levels) things like wraiths and wights.
Fire Magic users should use them as a backup or alternate attack against dangerous opponents that resist fire.
Wands of cold were removed in 0.18.