Difference between revisions of "Wand of flame"

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A '''wand of flame''' fires [[Throw Flame|flames]] at an opponent, with a power of <code>15 + 2.5 * [[Evocations]]</code>. An individual wand on the ground can have up to 45 charges. As with all [[wands]], this will merge with other wands of flame when picked up.
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A '''wand of flame''' fires [[Throw Flame|flames]] at an opponent, with a power of <code>15 + 3.5 * [[Evocations]]</code>.
  
 
[[Artificer]]s will start with a wand of flame with 15 charges.
 
[[Artificer]]s will start with a wand of flame with 15 charges.
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==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.
 
*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.
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*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.
 
*Although it does produce [[fire]], wands of flame are not powerful enough to burn [[tree]]s.
 
*Although it does produce [[fire]], wands of flame are not powerful enough to burn [[tree]]s.
*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; even at low skill, the steam will block vision while damaging them.
 
  
 
==History==
 
==History==

Revision as of 04:25, 7 June 2023

Version 0.28: This article may not be up to date for the latest stable release of Crawl.
Type Wand
Name Wand of flame
Icon Wand of flame.png
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

A wand of flame fires flames at an opponent, with a power of 15 + 3.5 * Evocations.

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.

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