GameDruid.com Game Guides

Amazon.com

o Game Guides
o Angband Guide
o info
o Races
o Classes
o Attacks
o Spells
o Prayers
o objects
o Weapons
o Missiles
o Armor
o Rings
o Amulets
o Wands
o Staves
o Rods
o Scrolls
o Potions
o Mushrooms
o Foods
o artifacts
o world
o vaults
o monsters
o uniques
o strategy
o tips
o builds
o walkthroughs
o tactics
o community
o slang
o forums
o fan art
o links
o downloads

Angband Wands

Name Weight Cost Effect
Wand of Heal Monster 1.0 0 Gives a single monster 4d6 extra hit points.
Wand of Haste Monster 1.0 0 Hastes a single monster.
Wand of Clone Monster 1.0 0 Attempts to clone a single monster. The cloned monster will be at full hit points, and may be sped up. Uniques are unaffected.
Wand of Trap/Door Destruction 1.0 100 Destroys all doors and disarms all traps in a line.
Wand of Light 1.0 200 Lights up a line of squares, inflicting 6d8 damage on light-sensitive creatures on the line.
Wand of Magic Missile 1.0 200 Fires a magic missile that inflicts 2d6 damage, with a 20% chance of getting a magic beam.
Wand of Wonder 1.0 250 Ignore Fire, Cold, Acid, Lightning; has a random effect chosen from the various wand effects (wands with rarities greater than 1 excluded).
Wand of Stone to Mud 1.0 300 Turns the first section of wall encountered by the beam shot by this spell into mud; permanent walls are not affected. If a monster that is susceptible to rock remover is caught in the beam, it will take 20+1d30 damage.
Wand of Teleport Away 1.0 350 Teleports all monsters in a line up to 100 squares away.
Wand of Stinking Cloud 1.0 400 Shoots a radius-2 poison cloud that inflicts 12 damage at its center.
Wand of Polymorph 1.0 400 Attempts to polymorph all monsters in a line. Uniques are unaffected.
Wand of Slow Monster 1.0 500 Attempts to slow down a single monster. Uniques are unaffected.
Wand of Confuse Monster 1.0 500 Attempts to confuse a single monster. Uniques are unaffected.
Wand of Sleep Monster 1.0 500 Attempts to put to sleep a single monster. Uniques are unaffected.
Wand of Scare Monster 1.0 500 Attempts to scare a single monster. Uniques are unaffected.
Wand of Lightning Bolts 1.0 600 Shoots a lightning bolt that inflicts 3d8 damage, with a 20% chance of getting a lightning beam.
Wand of Disarming 1.0 700 Disarms all traps in a line.
Wand of Frost Bolts 1.0 800 Shoots a frost bolt that inflicts 3d8 damage, with a 20% chance of getting a cold beam.
Wand of Acid Bolts 1.0 950 Shoots an acid bolt that inflicts 5d8 damage, with a 20% chance of getting an acid beam.
Wand of Fire Bolts 1.0 1000 Shoots a fire bolt that inflicts 6d8 damage, with a 20% chance of getting a fire beam.
Wand of Lightning Balls 1.0 1200 Ignore Lightning; shoots a radius-2 lightning ball that inflicts 32 damage at its center.
Wand of Drain Life 1.0 1200 Inflicts 75 damage on a single monster that is not undead or a demon.
Wand of Cold Balls 1.0 1500 Ignore Cold; shoots a radius-2 frost ball that inflicts 48 damage at its center.
Wand of Acid Balls 1.0 1650 Ignore Acid; shoots a radius-2 acid ball that inflicts 60 damage at its center.
Wand of Fire Balls 1.0 1800 Ignore Fire; shoots a radius-2 fire ball that inflicts 72 damage at its center.
Wand of Dragons Flame 1.0 2400 Ignore Fire, Cold, Acid, Lightning; shoots a radius-3 fire ball that inflicts 100 damage at its center.
Wand of Dragons Frost 1.0 2400 Ignore Fire, Cold, Acid, Lightning; shoots a radius-3 frost ball that inflicts 80 damage at its center.
Wand of Dragons Breath 1.0 2400 Ignore Fire, Cold, Acid, Lightning; shoots a radius-3 fire/frost/acid/ lightning/poison ball that inflicts 100/80/100/80/60 damage at its center
(damage type chosen at random).
Wand of Annihilation 1.0 3000 Ignore Fire, Cold, Acid, Lightning; inflicts 125 damage on a single monster that is not undead or a demon.


Privacy Policy       Copyright © 2004-2011 GameDruid.com, All rights reserved.

    Science Fiction Writers Guide