Difference between revisions of "Wand"

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Once a wand's charges are used up, the wand is destroyed.
 
Once a wand's charges are used up, the wand is destroyed.
  
A wand's [[spell power]] equals <code>15 + 2.5 × [[Evocations]]</code>, though this is still limited by the spell power caps for the spell cast. For monsters zapping wands, the power is <code>30 + [[hit dice]]</code>. Some monsters, particularly [[unique]]s, may start with wands in their inventory, which are identified upon seeing a particular monster for the first time.
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A wand's [[spell power]] equals <code>15 + 3.5 * Evocation Skill</code><ref>{{source ref|0.28.0|evoke.cc|185}}</ref>, though this is still limited by the spell power caps for the spell cast. For monsters zapping wands, the power is <code>30 + [[hit dice]]</code>. Some monsters, particularly [[unique]]s, may start with wands in their inventory, which are identified upon seeing a particular monster for the first time.
  
 
[[Xom]] is greatly entertained (200) when you use a wand of random effects on yourself or others.
 
[[Xom]] is greatly entertained (200) when you use a wand of random effects on yourself or others.

Revision as of 15:39, 4 May 2022

Version 0.28: This article may not be up to date for the latest stable release of Crawl.
An unusually magical sort of stick.

"[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.

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 expends one charge. The number of charges on a wand is always known, and wands of the same type will merge when picked up, taking up only one inventory slot and having the combined number of charges that the two previous wands had.

Once a wand's charges are used up, the wand is destroyed.

A wand's spell power equals 15 + 3.5 * Evocation Skill[1], though this is still limited by the spell power caps for the spell cast. For monsters zapping wands, the power is 30 + hit dice. Some monsters, particularly uniques, may start with wands in their inventory, which are identified upon seeing a particular monster for the first time.

Xom is greatly entertained (200) when you use a wand of random effects on yourself or others.

List of wands

Image Wand Description Max charges per
individual wand on pickup[2]
Monster version
Wand of acid.png Acid Fires a bolt of acid that may temporarily corrode targets 15
Wand of charming.png Charming Temporarily charms the target 15 Confuses the player
Wand of digging.png Digging Creates a tunnel through rock walls 9
Wand of flame.png Flame Shoots a puff of flame at the target 32
Wand of iceblast.png Iceblast Creates a 3x3 explosion of cold damage that partially ignores cold resistance 15
Wand of mindburst.png Mindburst Deals damage to the target; ignores armour, but checks willpower; no effect on mindless targets 24 Damage is reduced to 2/3 of normal
Wand of paralysis.png Paralysis Temporarily paralyses the target 15
Wand of polymorph.png Polymorph Changes target into a random creature of similar strength 15 Turns player into a bad form

Images

Wand bone.png Wand brass.png Wand bronze.png Wand copper.png
Wand glass.png Wand gold.png Wand iron.png Wand ivory.png
Wand lead.png Wand plastic.png Wand silver.png Wand wood.png

High-tier wands

Some wands[3] are considered too dangerous to be generated in the inventory of monsters with HD less than 5. Monsters with the No high tier wand flag are also excluded. Ijyb is the exception to this rule.

History

References

Wands
Acid / Light / QuicksilverIceblast / Roots / WarpingCharming / Paralysis
DiggingFlameMindburstPolymorph