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Wands
This list is ordered by depth, then by cost, then alphabetically
| Name | Description | Cost | Depth | Rarity | Charges | Damage | Radius | Notes |
|---|---|---|---|---|---|---|---|---|
| Haste Monster | Hastes a single monster (+10 to speed) unless its speed is already +50 or better; this effect is permanent, and cumulative with other hasting effects | 0 | 3 | 1 | 8+1d20 | |||
| Heal Monster | Cures a single monster of 4d6 points of damage | 0 | 3 | 1 | 8+1d20 | |||
| Light | Lights up in the direction the wand is aimed, and inflicts damage on light-sensitive creatures along the line | 200 | 3 | 1 | 6+1d10 | 6d8 | (2) | |
| Magic Missile | Fires a magic missile | 200 | 3 | 1 | 6+1d10 | 3d4 | (1) | |
| Wonder | Copies the effect of a randomly chosen wand, other than Dragon's Flame, Dragon's Frost, Dragon's Breath, Annihilation; cannot be harmed by acid, cold, fire or lightning | 250 | 3 | 1 | 8+1d15 | |||
| Stinking Cloud | Creates a poison cloud | 400 | 5 | 1 | 6+1d8 | 12 | 2 | (5) |
| Confuse Monster | Confuses a single monster for 3d5+1 turns (half that if already confused); uniques, monsters that breathe chaos or confusion, and monsters of level 12 or greater are unaffected | 500 | 5 | 1 | 6+1d12 | (4) | ||
| Sleep Monster | Puts a single monster to sleep; uniques are unaffected | 500 | 5 | 1 | 8+1d15 | (4) | ||
| Slow Monster | Slows down (-10 speed) a single monster; uniques are unaffected | 500 | 5 | 1 | 6+1d10 | (4) | ||
| Trap/Door Destruction | Destroys all doors and disarms all traps in the direction the wand is aimed | 100 | 10 | 1 | 6+1d8 | |||
| Stone to Mud | Removes the first section of wall, or rubble, in the direction the wand is aimed; permanent walls are not affected; monsters susceptible to rock remover and caught in the beam will take damage | 300 | 10 | 1 | 3+d4 | 20+1d30 | (3) | |
| Scare Monster | Instills fear into a single monster for 3d5+1 turns (half that if already scared); uniques, monsters that breathe chaos or confusion, and monsters of level 12 or greater are unaffected | 500 | 10 | 4 | 3+1d5 | (4) | ||
| Clone Monster | Hastes (+10 to speed) and fully heals a single monster, and if the monster is next to an empty space and not a unique, a new monster of the same type will be created | 0 | 15 | 1 | 3+1d5 | |||
| Lightning Bolts | Shoots a lightning bolt | 600 | 15 | 1 | 6+1d8 | 6d6 | (1) | |
| Teleport Other | Teleports up to 100 squares away all monsters in the direction the wand is aimed | 350 | 20 | 1 | 6+1d5 | |||
| Polymorph | Turns a single monster into a monster of another type, randomly decided; uniques are unaffected; other monsters have the standard chance to resist; if a monster fails this chance, it still gets a (monster level) in 90 chance to avoid the effect; if the monster fails this second chance as well, the game attempts to generate a new, single, non-unique monster (with monster generation level equal to the average of monster level and dungeon level + 5) that is no more than 20 monster levels away from the original monster and transforms the target into the new monster, at full health | 400 | 20 | 1 | 6+1d8 | (4) | ||
| Disarming | Disarms all traps, unlocks all locked doors and reveals all secret doors in the direction the wand is aimed | 700 | 20 | 1 | 4+1d15 | |||
| Frost Bolts | Shoots a frost bolt | 800 | 20 | 1 | 6+1d5 | 6d8 | (1) | |
| Acid Bolts | Shoots an acid bolt | 950 | 30 | 1 | 6+1d8 | 10d8 | (1) | |
| Fire Bolts | Shoots a fire bolt | 1,000 | 30 | 1 | 6+1d8 | 12d8 | (1) | |
| Lightning Balls | Shoots a lightning ball; cannot be damaged by lightning | 1,200 | 35 | 1 | 4+1d8 | 64 | 2 | (5) |
| Cold Balls | Shoots a cold ball; cannot be damaged by cold | 1,500 | 40 | 1 | 2+1d6 | 96 | 2 | (5) |
| Drain Life | Inflicts damage on a single monster (not undead, a demon, an elemental, a golem, or a vortex) | 1,200 | 50 | 1 | 3+1d3 | 150 | ||
| Acid Balls | Shoots an acid ball; cannot be damaged by acid | 1,650 | 50 | 1 | 2+1d5 | 120 | 2 | (5) |
| Fire Balls | Shoots a fire ball; cannot be damaged by fire | 1,800 | 50 | 1 | 2+1d4 | 144 | 2 | (5) |
| Dragon's Breath | Shoots a acid, cold, fire, lightning or poison ball (chosen randomly); cannot be damaged by acid, cold, fire or lightning | 2,400 | 50 | 4 | 1+1d3 | Acid 200, Cold 160, Fire 200, Lightning 180, Poison 120 | 3 | (5) |
| Dragon's Flame | Shoots a fire ball; cannot be damaged by acid, cold, fire or lightning | 2,400 | 50 | 4 | 1+1d3 | 200 | 3 | (5) |
| Dragon's Frost | Shoots a cold ball; cannot be damaged by acid, cold, fire or lightning | 2,400 | 50 | 4 | 1+1d3 | 160 | 3 | (5) |
| Annihilation | Inflicts a large amount of damage on a single monster (not undead, a demon, an elemental, a golem, or a vortex); it cannot be damaged by acid, cold, fire or lightning | 3,000 | 60 | 4 | 1+1d2 | 250 |
Notes:
- For wands that shoot bolts, there is a 20% chance of getting a beam
- Damage is only to light-sensitive creatures
- Damage is only to creatures made of stone
- The target creature has a chance of resisting the effect, based on ???
- For wands that shoot balls, the damage given is at the centre of the ball; damage is reduced by 50% if 1 square from the centre, by 66% if 2 squares, and by 75% if 3 squares
- All wands weigh 1.0lb
- Wands can be thrown for 1 point of damage
- Wands can be destroyed by lightning
