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This page contains a list of all wands in ADOM. Wands are activated using the 'z'ap command; this command will prompt the player to pick a wand to use, and depending on configuration settings may ask if the player wants to zap a wand in the PC's hand first.

Wands have a finite number of charges, but can be recharged by certain means (unless otherwise noted). They can be recharged by reading scrolls of charging, or by dipping them in potions of mana, boost mana or booze; in all cases, the number of charges restored increases along with the item's B/U/C status. Potions of mana restore the most, followed by boost mana and scrolls, followed by booze. Wizards can recharge a wand using their level 32+ class power, though this has costs and risks involved (see the corresponding article).

PCs with favorable luck can occasionally wrench a final charge out of a wand that has no charges left, which will activate the wand one last time before destroying it. Wands may also become broken, thus becoming useless until the PC uses a scroll of repair to fix it.


Common wands[]

Name DL Weight Effect Equivalent spell Range at lv1 B/U/C (modifier)
Wand of acid 3 4s Fires a ray of acid in a chosen direction, can target "down" direction (the PC himself/herself) Acid Bolt 16, 8, 6 (CL/5)
Wand of ball lightning 3 4s Fires a bouncing lightning bolt in a randomly chosen direction. Very dangerous in corridors and small rooms. N/A (not the same as Lightning Ball) 16, 8, 6 (CL/5)
Wand of bunny summoning N/A 3s Summons a battle bunny in a random adjacent space. N/A N/A
Wand of cold 3 4s Fires a ray of ice in a chosen direction, can target "down" direction (the PC himself/herself). Frost Bolt 16, 8, 6 (CL/5)
Wand of death 10 3s Fires a bouncing ray in a chosen direction that will instantly kill creatures (and the PC) without resistance. Death Ray 6, 3, 1 (CL/10)
Wand of destruction 12 3s Damages monsters and destroys structures (including undiggable walls) in a wide area around the PC in exchange for some HP and PP. N/A 4

Ball-like

Wand of digging 1 3s Digs through rocks in a chosen direction or digs the ground (if "down" direction was specified). As of 1.2.0, can be used to attack stone monsters ("You punch a hole into the stone golem!"). Mystic Shovel 7, 5, 3 (CL/10)
Wand of door creation 2 3s Creates a door in a chosen adjacent space N/A N/A
Wand of earthquakes 10 3s Causes ceiling to crash on random tiles on the level, damaging monsters and the PC and leaving piles of rocks. Affected tiles transform into normal dungeon tiles (useful for crossing rivers). Earthquake N/A
Wand of far slaying 2 3s Fires a bouncing energy ray in a chosen direction, range is affected by the amount of PP used. Damages monsters and the PC for 1d6 points. Very dangerous in small rooms if a lot of PP were invested. N/A 30 + CL

(4, 3, 2 per PP)

Wand of fire 3 4s Shoots a ray of fire in a chosen direction, can target "down" direction (the PC himself/herself). Fire Bolt 16, 8, 6 (CL/5)
Wand of fireballs 7 4s Creates a ball of fire over an area around the PC, range is affected by the PC's Willpower. Fireball Ball-like
Wand of gold detection 4 6s Shows location of all gold on the level for one turn. N/A N/A
Wand of Grond 1 3s Shows a message which depends on the number of insects on the level. N/A N/A
Wand of item detection 4 3s Shows location of each item on the level for one turn. N/A N/A
Wand of knocking 1 3s Fires an invisible ray in a chosen direction that unlocks doors if not cursed, locks them otherwise. Knock 4, 2, 1 (CL/10)
Wand of light 1 4s Removes darkness over an area around the PC. Light 3, 2, 1 (CL/20)

Ball-like

Wand of lightning 3 4s Fires a bouncing lightning bolt in a chosen direction, can target "down" direction (the PC himself/herself). Lightning Bolt 16, 8, 6 (CL/5)
Wand of magic missiles 1 3s Fires a bouncing energy ray in a chosen direction that damages monsters and the PC. Magic Missile 10, 6, 4 (CL/5)
Wand of monster creation 1 3s Creates a monster in a chosen adjacent space. N/A N/A
Wand of monster detection 4 3s Shows location of each monster on the level for one turn; cursed wands will not show undead and constructs N/A N/A
Wand of paralyzation 3 3s Fires a bouncing ray in a chosen direction that can paralyze monsters and the PC. N/A 4, 2, 1 (CL/10)
Wand of poison 5 3s Fires a bouncing toxic ray in a chosen direction that can poison monsters and the PC. N/A 10, 6, 3 (CL/5)
Wand of stunning 1 3s Fires a bouncing energy ray in a chosen direction that can stun monsters and the PC. Stun Ray 8, 4, 2 (CL/5)
Wand of teleportation 2 4s Teleports the PC or a monster on a chosen adjacent space. Teleportation Touch range
Wand of trap creation 1 3s Creates a trap on a chosen adjacent space, or traps an adjacent door. N/A Touch range
Wand of trap detection 3 3s Discovers all traps in the PC's line of sight. N/A Visibility range
Wand of webbing 2 3s Creates a line of webs in a chosen direction. Web (spell) 8, 4, 2 (CL/5)
Wand of wishing 15 3s Grants the player a wish without draining 10 points of a random attribute. Can't be recharged. Wish (spell) N/A
Wand of wonder 3 3s Drains all PP and forces the PC to cast a random spell. Grants several points of spell knowledge in the corresponding spell. N/A Depends on spell


Wand range[]

Base ranges of wands producing bolts are listed in the table above. While range does not seem to depend on character attributes it is heavily influenced by character level. Most wands seem to get +1 range for each 5 character levels (elemental wands, magic missile, poison, stunning, webbing) and several others (death, paralysis, knocking, digging) get +1 range for each ten character levels.

Some information taken with permission from Andy Williams' Guidebook.

Some item DLs and/or stat modifier distribution taken from Anilatx's research.

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