Difference between revisions of "Wand"
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| Sends a [[Fireball|ball of fire]] at the target, which explodes into a 3x3 region of fire when it hits something | | Sends a [[Fireball|ball of fire]] at the target, which explodes into a 3x3 region of fire when it hits something | ||
| style="text-align:center" | 16 / 9 | | style="text-align:center" | 16 / 9 | ||
− | | | + | | No |
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| [[File:Wand lead.png]] || [[File:Wand plastic.png]] || [[File:Wand silver.png]] || [[File:Wand wood.png]] | | [[File:Wand lead.png]] || [[File:Wand plastic.png]] || [[File:Wand silver.png]] || [[File:Wand wood.png]] | ||
|} | |} | ||
+ | |||
+ | ==Hight-tier wands== | ||
+ | Some are considered too dangerous to be generated in the inventory of monsters with HD less than 5. Monsters with the [[:Category:No HT wand|No HT wand]] flag are also excluded. [[Ijyb]] is the exception to this rule. | ||
+ | |||
+ | *[[Wand of paralysis]] | ||
+ | *[[Wand of fire]] | ||
+ | *[[Wand of cold]] | ||
+ | *[[Wand of lightning]] | ||
+ | *[[Wand of draining]] | ||
+ | *[[Wand of disintegration]] | ||
==External links== | ==External links== |
Revision as of 14:30, 3 May 2013
A stick. Maybe it's magical.
"[The principle of selection] is the magician's wand, by means of which he may summon into life whatever form and mould he pleases." -William Youatt, _Sheep: their breeds, management, and diseases; to which is added the Mountain Shepherd's Manual_, ch. III. 1837. |
A wand is a magical device that contains several charges of a specific spell or effect. Each wand weighs 10.0 aum.
A player may zap a wand in the inventory with the v key (that is, evoking it). This releases its magical effect at a target of the player's choice, and one charge of the wand will be depleted. A wand does not normally show how many charges it has left; this information can be gathered either by identification or by using a wand with sufficient Evocations skill. However, the game will record wand usage, so that the player can see how many times a wand has been zapped. Unlike rods, a wand does not have to be wielded to be used, and can even be used while the player's wielded weapon is cursed.
A wand with no charges left is empty, and will not function (but will still waste a turn as you discover this). Wands can be recharged using a scroll of recharging, even if not emptied. Deep Dwarf characters possess a racial ability that also lets them recharge wands, though at a permanent MP cost.
Zapping a wand will very often identify it, so long as the effect isn't resisted and it has unambiguously revealed its nature (zapping a wand of digging into empty space, for example, will not identify it).
A wand's spell power equals 15+2.5×Evocations, though this is still limited by the spell power caps for the spell cast. For monsters zapping wands, the power is normally 30+hit dice, although this can vary greatly depending on the type of wand.
Monsters that can pick up items will often pick up wands and zap them at you. A few monsters may start with wands in their inventory. Monsters above 13 hit dice will not bother with them.
Xom is greatly entertained (200) when you: use an unidentified wand near a monster; or, use a wand of random effects on yourself or others.
List of wands
Image | Wand | Description | Max charges: initial / upon recharge |
Usable by monster |
---|---|---|---|---|
Cold | Shoots a bolt of cold | 16 / 15 | Yes | |
Confusion | Confuses the target temporarily | 16 / 24 | Yes | |
Digging | Creates a tunnel through the targeted wall tile | 16 / 24 | No | |
Disintegration | Disintegrates the target or object | 16 / 24 | Yes, but damage is reduced to 2/3 of normal | |
Draining | Shoots a bolt of negative energy, reducing target's HD (and XP) | 16 / 12 | Yes, reduces player's XP only | |
Enslavement | Charms the target temporarily | 16 / 24 | No | |
Fire | Shoots a bolt of fire at the target | 16 / 15 | Yes | |
Fireball | Sends a ball of fire at the target, which explodes into a 3x3 region of fire when it hits something | 16 / 9 | No | |
Flame | Shoots a puff of flame at the target | 28 / 24 | Yes | |
Frost | Shoots a puff of frost at the target | 28 / 24 | Yes | |
Hasting | Speeds up the target's movement and actions temporarily | 8 / 9 | Yes, on self | |
Heal wounds | Significantly heals the target | 8 / 9 | Yes, on self | |
Invisibility | Turns the target invisible temporarily | 8 / 9 | Yes, on self | |
Lightning | Shoots a lightning bolt at the target | 16 / 12 | Yes | |
Magic Darts | Shoots a magic dart at the target | 28 / 24 | Yes | |
Paralysis | Paralyzes the target temporarily | 16 / 24 | Yes | |
Polymorph other | Target reforms as a random creature | 16 / 24 | Yes, but monsters only use it about 1/5 of the time
Note that monsters using this wand will cause the character to mutate (usually badly) instead of polymorph | |
Random effects | Randomly selects any other wand (except disintegration) and duplicates its effect | 28 / 24 | No | |
Slowing | Slows the target temporarily | 16 / 24 | Yes | |
Teleportation | Teleports the target after a few turns | 16 / 9 | Yes, on self and player |
Images
Hight-tier wands
Some are considered too dangerous to be generated in the inventory of monsters with HD less than 5. Monsters with the No HT wand flag are also excluded. Ijyb is the exception to this rule.
- Wand of paralysis
- Wand of fire
- Wand of cold
- Wand of lightning
- Wand of draining
- Wand of disintegration
External links
E. Grasland's excellent spoiler on wands (now out of date)