Difference between revisions of "Wand of flame"
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{{item | {{item | ||
|itemtype = Wand | |itemtype = Wand | ||
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}} | }} | ||
{{flavour|A magical device which throws little puffs of flame.}} | {{flavour|A magical device which throws little puffs of flame.}} | ||
+ | {{AttackSpell | ||
+ | |name=Throw Flame | ||
+ | |formula = 2d(4+pow/10) | ||
+ | |maxdmg = 2d9 Fire | ||
+ | |maxsp = 50 | ||
+ | |range = 7 | ||
+ | |target = Beam | ||
+ | |tohit = 8+Power/10 | ||
+ | |special = pow = 15 + 3.5 * Evocations}} | ||
+ | A '''wand of flame''' fires [[Throw Flame|flames]] at an opponent. When used by a player, it deals <code>2d(5.5 + 0.35 * [[Evocations]])</code> fire damage (capped at 2d9). | ||
− | + | [[Artificer]]s will start with a wand of flame with 15 charges. | |
− | |||
− | |||
==Tips & Tricks== | ==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. | |
− | + | *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 eel]]s or other waterborne creatures, like [[list of merfolk|merfolk]]. Even at low skill, steam clouds can block vision and deal significant damage. | |
− | Use this to take out [[electric eel]]s | + | *Although it does produce [[fire]], wands of flame are not powerful enough to burn [[tree]]s. |
==History== | ==History== | ||
− | Prior to [[0.16]], this wand could hold up to 24 charges. | + | *Prior to [[0.16]], this wand could hold up to 24 charges. |
{{wands}} | {{wands}} |
Latest revision as of 04:10, 1 December 2023
Version 0.30: This article may not be up to date for the latest stable release of Crawl.
A magical device which throws little puffs of flame. |
Spell Details | |
---|---|
Damage Formula | 2d(4+pow/10) |
Max Damage | 2d9 Fire |
Max Power | 50 |
Range | 7 |
Targeting | Beam |
To-hit | 8+Power/10 |
Special | pow = 15 + 3.5 * Evocations |
A wand of flame fires flames at an opponent. When used by a player, it deals 2d(5.5 + 0.35 * Evocations)
fire damage (capped at 2d9).
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.
- 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, like merfolk. Even at low skill, steam clouds can block vision and deal significant damage.
- Although it does produce fire, wands of flame are not powerful enough to burn trees.
History
- Prior to 0.16, this wand could hold up to 24 charges.
Wands |
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Acid / Light / Quicksilver • Iceblast / Roots / Warping • Charming / Paralysis Digging • Flame • Mindburst • Polymorph |