Wand of flame
Version 0.28: This article may not be up to date for the latest stable release of Crawl.
|A magical device which throws little puffs of flame.|
|Max Damage||2d9 Fire|
A wand of flame fires flames at an opponent, with a power of
15 + 2.5 * Evocations. An individual wand on the ground can have up to 45 charges. As with all wands, this will merge with other wands of flame when picked up.
Artificers will start with a wand of flame with 15 charges.
Tips & Tricks
- This wand effectively duplicates the old Throw Flame spell, which was level 2. Use it early: later on, it deals little damage, even with high Evocations.
- Although it does produce fire, wands of flame are not powerful enough to burn trees.
- Like other sources of fire, if it crosses a pool of water, it will create a cloud of steam.
- Use this to take out electric eels or other waterborne creatures; even at low skill, the steam will block vision while damaging them.
Prior to 0.16, this wand could hold up to 24 charges.
| Acid / Light / Quicksilver • Iceblast / Roots • Charming / Paralysis|
Digging • Flame • Mindburst • Polymorph