Wands

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Wands are powerful tools. They can be zapped to perform a variety of actions. A wand can be zapped in any of the 8 directions, at your self, at the ceiling (select the space two squares above you), or at the floor (select the space two squares below you). Most wands affect only the targeted square (the same or next to the zapper), though a few produce rays which extend further in the same direction. If there is no suitable target in that square, the wand will fail ("Nothing happens", and the charge is wasted).

All wands have a limited (3d5-3) number of charges, but they can be dipped into mana potions to regenerate their charges. Note that even if a wand has 0 charges left, there is a 1 in 7 chance that zapping it will work anyway, but if it does, the wand will be destroyed altogether, with the message "You wrest one last charge from the wand...". An evil wand has a 1 in 10 chance of "fizzling", to no effect (but the charge is still used). Those wands with temporary effects will last for 2, 3 or 4d50+100 turns, according to whether the wand is evil, normal, or holy. An artifact wand will temporarily apply its intrinsics to its target, for a similar duration (figured separately for each intrinsic).

All wands are items that consist of a base wand and a magical wand type as listed below. These are randomly paired up with one another at the start of a game. All item related statistics of wands are part of the base wand, and are listed under that wand's base entry.

Types of wands

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