Wand of flame
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 is essentially identical to the old Throw Flame spell, which was level 2. Use it early: later on, it deals little damage even with high Evocations, due to the power cap. In the early Dungeon, it can act as a strong ranged attack even with little/no investment.
- 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 or water nymphs. 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 |
|---|
| Acid / Light / Quicksilver • Iceblast / Roots / Warping • Charming / Paralysis Digging • Flame • Mindburst • Polymorph |