Wand of roots
Version 0.29: This article may not be up to date for the latest stable release of Crawl.
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Spell Details | |
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Damage Formula | 2d(4.5 + [power / 10]) |
Max Damage | 2d14 |
Max Power | 100 |
Range | 7 |
Targeting | Beam |
To-hit | infinite |
Special | Damage increases over time Constriction |
A magical device which fires a magical seed, entangling its target and adjacent foes in quick-growing tree roots. Those entangled will be immobilized and take increasing damage over time until they escape or the roots wither away. The roots will only sprout from solid ground. |
The wand of roots constricts foes in a 3x3 radius, much like Borgnjor's Vile Clutch. Unlike it's namesake, Grasping Roots, its constriction works exactly like BVC. It lasts for 2+rand2avg(power/10)
turns, and damage increases over time.
It is mutually exclusive with the wand of iceblast. Only one may exist in a game, though Artificers may come with iceblast in a wand of roots game.
Tips & Tricks
- As it is the same effect, the wand has much of the same utility and power as Borgnjor's Vile Clutch. It lowers EV, deals guaranteed physical damage, and prevents targets from moving, which can help you avoid attacks of opportunity.
History
- The wand of roots will be added in 0.29
Wands |
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Acid / Light / Quicksilver • Iceblast / Roots / Warping • Charming / Paralysis Digging • Flame • Mindburst • Polymorph |