Wands: Difference between revisions
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This section will delineate unique wands. |
This section will delineate unique wands. |
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==Special Wands== |
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<pre> |
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>Tap my wand |
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You tap a wand of sky-blue crystal delicately etched with starflowers that you are holding. |
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>Examine my wand |
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Pale starflower blossoms chase the length of the wand from tip to tip, their spiraling vines curling gently around it in a seeming caress. |
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>Focus my wand |
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You focus your magical senses on a wand of sky-blue crystal delicately etched with starflowers. |
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The crystal wand has a definite magical pattern. |
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You recognize the pattern as a manifestation of Elemental magic. |
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It seems to involve Air Manipulation. |
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The glowing lines making up the pattern seem to constantly replenish themselves with surrounding mana. |
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>Wave my wand |
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The syntax for the crystal wand is: WAVE WAND AT <option>: |
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STORM WHISPER THRUM |
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LEAVES WINGS MOUNTAIN |
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>Wave my wand at storm |
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(room sees) As Deke waves his crystal wand, the sound of a raging, howling storm briefly fills the air, before fading away. |
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(you see) As you wave your crystal wand, the sound of a raging, howling storm briefly fills the air, before fading away. |
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>Wave my wand at leaves |
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As you wave your crystal wand, the sound of leaves rustling in an autumn wind briefly fills the air, before fading away. |
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>Wave my wand at whisper |
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As you wave your crystal wand, the sound of a delicate, whispering voice briefly fills the air, before fading away. |
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>Wave my wand at wings |
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As you wave your crystal wand, the sound of some great wings flapping briefly fills the air, before fading away. |
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>Wave my wand at thrum |
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As you wave your crystal wand, the sound of a steady thrumming briefly fills the air, before fading away. |
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>Wave my wand at mountain |
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As you wave your crystal wand, the sound of a swirling mountain wind briefly fills the air, before fading away. |
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</pre> |
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⚫ |
Revision as of 20:58, 15 October 2008
Wands are magical items that, similar to runestone, carry a spell which, with the wand's help, can be used by any magic using guild. Wands generally have a fixed number of charges, and each charge is good for casting the wand's stored spell one time. In addition to the fixed number of charges, a variable flow of energy exists within the wand, defined by the "lines of power" seen when the wand is focused upon.
Though broadly defined as wands, this category can actually include rods, wands, rattles, scepters, and other assorted items which are more powerful than runestone, but less powerful than staves. They also hold the distinction of casting the spell automatically, rather than simply causing you to prepare them.
The wand should not be confused with the quarterstaff, and furthermore, not all such items are magical.
Use
By typing FOCUS WAND, a magic-using character may determine the charges, power flow, and spell held by a given wand. Charges are finite, but power flow is mutable, given enough skill.
Power Lines
Power lines are the stored form of the spell lurking within the item. The intensity with which they glow defines the amount of mana the spell is "prepared" at.
To modify the power lines, type FOCUS WAND followed by any number from 1-100. For example, FOCUS WAND 100 will cause your character to attempt to turn the flow of the power lines to their maximum level, and FOCUS WAND 50% will attempt to set them to half power. The power lines fluctuate as the charges are used, and must be carefully readjusted after each cast. Generally, more powerful spells need a higher percentage of the flow intact. Adjusting the power lines in smaller increments is less likely to fail, and success in any case is based off of the magical devices skill.
Activation
Most wands work by waving or shaking them at the target, though other activation methods may exist. If the power flow is high enough, and the magical devices skill of the user is sufficient for the item, the spell is automatically resolved and cast upon the target without any further effort from the user.
Charges
Once a wand is drained of its charges, it is rendered useless, though it does not crumble.
Spells Commonly Held by Wands
Wands see little use outside of three fairly popular devices. The ilmenite-tipped wand contains the Lightning Bolt spell and is devastatingly powerful. The narrow scheelite rod holds the Fire Ball spell.
A common tactic is to strike with the ilmenite-tipped wand, then switch to the rod and follow up with a fireball. The usefulness of this tactic comes from the fact that one could easily confuse a pair of ilmenite-tipped wands, and Fire Ball's main failing is its low accuracy--generally not a problem if the lightning bolt has incapacitated the target.
The third wand is a S'Kra indakar rattle. This wand holds the Protection from Evil spell and is required to enter a certain hunting ground.
All three of these wands may be purchased in Shard, and are occasionally found as treasure carried by monsters.
Unique Wands
This section will delineate unique wands.