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Spellcraft
A wand is a weapon that holds spells in a row. Every time you attack with it, it reads the next spells in that row, left to right, and casts them: a spark, a fireball, a bomb, or a modifier that makes the next one faster, homing or burning, a Double spell that casts the next two at once, a Trigger that carries one spell to where another one lands. When it reaches its last spell it recharges and starts again from the left. Which spells you put in which order is the whole art, and a well-built wand can clear a swarm before it reaches you.
Odile, the wandwright, sells the first wands and simple spells in Aldhearth. Better wands are made at a wandwright's bench from the materials of the bands below, and better spells are found and made down in the Deep.
Holding and casting
- Put a wand on your hotbar and hold it, as you would a sword. Attack (left click, or tap the world on a phone) casts.
- Over your hotbar a strip shows the wand: its slots with the next spell lit, its mana, and a bar that fills while it waits (gold between casts, violet while it recharges).
- Holding the attack down keeps casting at the wand's own pace. Clicking faster does not cast faster: the wand decides.
- A spell the wand has no mana for right now is skipped, and the wand reads on. If it can pay for nothing, the cast fizzles. Mana fills again on its own.
A wand is a weapon in every way: its damage, the anvil's +N, your weapon temper, your level, skills and critical hits all count for its spells, it wears down with use and the anvil repairs it. A spell's damage below is a share of that: ×1 is what the wand hits for, as a sword of the same damage would.
What a wand is
| Slots | How many spells it holds, 3 to 10. |
| Mana and charge | How much mana it holds, and how much comes back a second. Every spell costs mana. |
| Cast delay | How long it waits between casts. Every spell cast adds its own delay (a few take some away). |
| Recharge | How long it waits after its last spell, before it reads from the left again. |
| Spread | How far off your aim its shots may go, in degrees. Shots cast together fan out a little more. |
| Damage | What it hits for, as a weapon. |
| Shuffle | A shuffle wand reads its spells in a new random order every time it recharges. Fast, and never quite what you planned. |
| Always casts | A great wand casts one spell of its own on every cast, free, on top of yours. |
| Spells a cast | A great wand that reads more than one spell (or group) every time you attack. |
How a wand reads
The wand reads from where it stopped, left to right:
- A projectile is cast and the reading stops: that was the cast.
- A modifier changes the next projectile, and the wand reads on to find it.
- A Double spell (or Triple) reads the next two (or three) and casts them all at once. A modifier before the Double changes every one of them; a modifier inside it, only its own.
- A Trigger reads the next projectile and casts it, and the projectile carries the spell after that one: where it hits something, the carried spell is cast from there. A Timer lets its payload go half a second after the cast instead. A carried spell can carry another, two deep.
- When a Double or a Trigger reads past the last slot, the wand goes on from the first slot (once a cast), then recharges.
- The wait after a cast is the wand's cast delay plus the delays of every spell it read; after the last spell it is at least the recharge (plus the recharges of what it read).
One cast sends at most 12 shots, and you can have 28 of your spells in the air at once.
Setting your spells: the wand window
Press Z (or ask Odile to Set your wands). Pick a wand on the left; drag spells from your bag into its slots, drag them between slots to reorder, or out to take them back. How it reads under the slots shows the casts your row makes, with their mana, and how much damage a second it would do.
You may set a wand only where it is safe: in a town, or on your own lit Home's land (and at a sanctuary of the Deep). Anywhere else the window shows your wands but will not let you change them.
The spells in a wand are yours. Every kind of wand you carry has its own row (two wands of the same kind share it), and when the last wand of a kind leaves your bag (sold, traded, mailed, dropped, put in a chest) its spells come back to your bag first. A wand never carries spells to anyone else.
Projectiles
| spell | mana | cast delay | damage | what it does | where |
|---|---|---|---|---|---|
| Spark bolt | 5 | +0.17 s | ×0.5 | quick, short-lived and cheap | Odile, 25 g |
| Magic arrow | 14 | +0.36 s | ×1.05 | a straight, heavy bolt | Odile, 60 g |
| Bubble spark | 4 | +0.10 s | ×0.3 | slow, floats up, bounces twice; soaks what it touches and puts out fire | Odile, 40 g |
| Digging bolt | 8 | +0.15 s | ×0.25 | digs the block it hits, a little at a bolt, as your best pickaxe would | Odile, 50 g |
| Rime needle | 10 | +0.24 s | ×0.65 | slows what it hits for 2.5 s | Odile, 70 g |
| Fireball | 30 | +0.50 s | ×1.15 | arcs and bursts (×0.6 to what is near); what it hits burns, and so does what burns where it bursts | the Upper Deep |
| Saw disc | 16 | +0.28 s | ×0.75 | falls and rolls along the floor, bounces off walls five times, cuts through two | the Bone Gardens |
| Acid bolt | 22 | +0.40 s | ×0.55 | lobbed; eats at what it hits for 4 s | the Drowned Halls |
| Chain lightning | 45 | +0.35 s | ×0.85 | strikes one, then leaps to four more nearby, each leap ×0.7 of the strike; wet Grown carry it one leap farther and take more | the Clockwork Under-city |
| Light orb | 10 | +0.25 s | ×0.45 | slow, passes through every Grown in its way (not walls), lights the dark around it | the Crystal Cathedrals |
| Bomb | 70 | +1.00 s | ×2.6 | thrown, bounces, bursts after 1.4 s or on a Grown: hurts all around it (and you, a little, if you stand close) and breaks blocks | the Hollow Sun |
Modifiers
| spell | mana | cast delay | on the next projectile | where |
|---|---|---|---|---|
| Damage plus | 12 | +0.15 s | +0.3 damage | Odile, 90 g |
| Speed up | 3 | — | flies 1.8 × as fast (and as far, in less time) | Odile, 30 g |
| Bounce | 2 | — | bounces off three more walls | Odile, 30 g |
| Homing | 12 | +0.06 s | turns toward the nearest Grown in front of it | the Upper Deep |
| Piercing shot | 14 | +0.06 s | goes through two more Grown | the Upper Deep |
| Burst tip | 14 | +0.10 s | bursts where it hits (×0.5 to what is around) | the Upper Deep |
| Heavy shot | 16 | +0.35 s | +0.75 damage, but slow | the Bone Gardens |
| Burning trail | 10 | +0.04 s | sets alight the Grown it passes (and what burns on its way) | the Bone Gardens |
| Wet trail | 6 | +0.03 s | soaks the Grown it passes, puts out fire on its way | the Drowned Halls |
| Critical on wet | 8 | +0.05 s | always a critical hit on what is wet | the Drowned Halls |
| Quickening | 18 | −0.15 s | the wand casts again sooner, and recharges 0.25 s faster | the Clockwork Under-city |
| Broaden | 8 | +0.03 s | its burst, chain or light reaches 1.6 × as far | the Crystal Cathedrals |
Multicasts and triggers
| spell | mana | cast delay | what it does | where |
|---|---|---|---|---|
| Double spell | 3 | +0.05 s | casts the next two at once | Odile, 120 g |
| Triple spell | 6 | +0.10 s | casts the next three at once | the Crystal Cathedrals |
| Trigger | 6 | — | the next projectile carries the spell after it, and casts it where it hits | Odile, 140 g |
| Timer | 6 | — | the same, half a second after the cast | Odile, 140 g |
Where is the deepest place a spell is found: the Deep's chests and its great ones give the spells of their band and those above it. The spells of the Deep are also made at a wandwright's bench (essence, some of their band's material and gold), and sold at the Deep's sanctuaries.
The wands
| wand | slots | mana | charge /s | cast delay | recharge | spread | damage | where |
|---|---|---|---|---|---|---|---|---|
| Apprentice's wand | 3 | 90 | 28 | 0.10 s | 0.45 s | 4° | 5 | Odile, 60 g |
| Ashwood wand | 4 | 160 | 42 | 0.09 s | 0.42 s | 3° | 12 | Odile, 600 g |
| Crystal-tipped wand | 5 | 260 | 60 | 0.08 s | 0.40 s | 3° | 24 | Odile, 2,400 g |
| Mythril wand | 5 | 300 | 70 | 0.075 s | 0.40 s | 3° | 34 | the bench: 6 mythril bars, 3 crystal, 10 essence, 600 g |
| Embersteel wand | 6 | 360 | 80 | 0.07 s | 0.38 s | 2° | 50 | the bench: 8 embersteel bars, 4 voidglass shards, 1,000 g; the Upper Deep |
| Ivory wand | 7 | 450 | 100 | 0.065 s | 0.36 s | 2° | 52 | the bench: 12 old ivory, 8 elder bone, 2,000 g; the Bone Gardens |
| Tide-iron wand | 7 | 560 | 120 | 0.06 s | 0.34 s | 2° | 54 | the bench: 12 tide-iron, 3 pearls, 4,000 g; the Drowned Halls |
| Brass wand | 8 | 680 | 145 | 0.055 s | 0.32 s | 2° | 56 | the bench: 14 brass ingots, 3 ember cores, 8,000 g; the Clockwork Under-city |
| Starquartz wand | 8 | 800 | 170 | 0.05 s | 0.30 s | 1° | 58 | the bench: 15 starquartz, 6 singing shards, 16,000 g; the Crystal Cathedrals |
| Dawngold wand | 9 | 940 | 200 | 0.045 s | 0.28 s | 1° | 60 | the bench: 15 dawngold, 4 sun-embers, 32,000 g; the Hollow Sun |
| Greyheart wand | 9 | 1,080 | 235 | 0.04 s | 0.26 s | 1° | 62 | the bench: 15 greyheart, 4 loose lines, 64,000 g; the Wane's Root |
| Nightsilver wand | 10 | 1,250 | 275 | 0.035 s | 0.24 s | 1° | 64 | the bench: 14 nightsilver, 6 motes of first light, 4 shadow silk, 128,000 g; the Last Dark |
| Rattlewand | 9 | 600 | 160 | 0.05 s | 0.20 s | 6° | 54 | shuffle; found in the Bone Gardens and the Drowned Halls |
The bench itself is made at a workbench (12 planks, 3 iron bars, 4 glass, 2 crystal) and set down wherever you may build; Odile has one beside her shop that anyone may use.
The great wands
Each band's great ones sometimes leave their band's great wand. Each does something no made wand does:
| wand | band | slots | mana | charge /s | cast delay | recharge | damage | its own |
|---|---|---|---|---|---|---|---|---|
| The Gardener's briar | the Bone Gardens | 8 | 520 | 115 | 0.06 s | 0.30 s | 60 | always casts Bounce |
| Undertow | the Drowned Halls | 8 | 640 | 140 | 0.055 s | 0.30 s | 62 | always casts Wet trail |
| The Warden's mainspring | the Clockwork Under-city | 8 | 760 | 165 | 0.06 s | 0.34 s | 64 | reads two spells a cast |
| The Cantor's baton | the Crystal Cathedrals | 9 | 880 | 190 | 0.05 s | 0.28 s | 66 | always casts Broaden |
| Daybreak | the Hollow Sun | 9 | 1,020 | 220 | 0.045 s | 0.26 s | 68 | always casts Burning trail |
| The Root's rod | the Wane's Root | 10 | 1,400 | 300 | 0.04 s | 0.12 s | 70 | shuffle, and the quickest recharge there is |
| Hushwand | the Last Dark | 10 | 1,320 | 290 | 0.035 s | 0.22 s | 74 | always casts Homing |
Where wands and spells are found
- Odile sells the first three wands and the simple spells (see the tables).
- The Deep's chests: about one in eight holds a spell, one in fifty a wand of its band (a landmark's chests, three in ten and six in a hundred).
- The great ones: every great one of a band leaves a spell, and one in eight its band's great wand. A great one of the Upper Deep leaves a spell half the time, and now and then an Embersteel wand.
- The Deep's sanctuaries sell spells and wands of their band.
- The bench makes the wands of every band's material, and the spells of the Deep.
How spells look
Every element has a look of its own: a charge at the hand, a trail behind the shot, an impact and a mark on the ground for a moment. Fire throws embers and ends in a burst of flame, frost sheds flakes and ends in ice shards in a rune ring, storm arcs with lightning, venom blooms in a toxic cloud, shadow collapses inward, and stone ends in a burst of rock. It is all a picture on your screen: the damage, the reach and the speed are the same (Effects and animation).

Spells and the world
- Fire: a fireball (or a burning trail) sets the Grown burning, and lights what burns where it bursts. What is wet does not burn.
- Water: a bubble or a wet trail soaks the Grown (for 6 s) and puts out fire. Wet Grown take critical hits from Critical on wet, and chain lightning leaps farther and harder through them, and through water.
- Acid eats at what it hits for a long while.
- Digging: a digging bolt digs only what your best pickaxe could (a band's rock still asks its pick temper), and never where you could not dig by hand.
- Bombs break blocks as a blast charge does: never in a town, on someone else's ground or in the Deep's landmarks, and a third of what they break drops. They light emberwork blast charges.
- Your spells' kills are yours: their experience and their loot.
- Sanctuaries: nobody fights in the Deep's sanctuaries. A wand fizzles in your hand there, and a spell that flies into one fizzles at its door.
Spells and other players
Spells follow the sword's rules: they hit another player only where your sword could (PvP on, the Contested Wilds, a duel), never in a town and never someone in your group, and for 0.7 of what they would do to a Grown. In a duel, only the one you duel.
A few rows to start with
- Apprentice's wand: Double spell, Spark bolt, Spark bolt. Two sparks at once, over and over. Cheap and quick.
- Trigger, Spark bolt, Bomb. The spark flies into the wall (or the Grown) and the bomb goes off there instead of at your feet.
- Bubble spark, Chain lightning. Soak them, then let the lightning run through the wet ones.
- Bubble spark, Critical on wet, Magic arrow. Every arrow on a wet Grown is a critical hit.
- Speed up, Digging bolt, Digging bolt. A tunnel at the end of your aim.
- Damage plus, Heavy shot, Triple spell, Magic arrow ×3. Three slow, heavy arrows at once. Thirsty: it empties a wand fast.
- Light orb with Broaden lights a cave as it drifts through it.
A plain row of arrows does about what a sword of the wand's damage does a second; a clever row does more, until its mana runs out, and spells that burst, burn or leap hit many at once.
Every spell, explained
The game explains each spell where you meet it:
- The first time a spell, wand, rune, sigil, bow or staff comes into your bag, a card comes up over the world with what it does and what it costs. Click it for the whole card.
- Point at it in your bag, or in the wand window (the card for the spell you point at is under the bag), to read what it does, its reach, how to get it and a tip.
- The Spellbook is a tab of the Bestiary window (B): every spell, wand and power in the game, with a search box. The ones you have held are lit; the rest are dim, so you can see what is left to find.


Every number below is read from the game itself. Wait is what the spell adds to the wand's cast delay. Reach is how far a shot flies (or where it lands). Hits for is a share of the wand's shot: ×1 is the wand's own damage.
Projectiles
| Name | Cost | Wait | Reach | Hits for | What it does | How to get it | Tip |
|---|---|---|---|---|---|---|---|
| Spark bolt | 5 mana | +0.17 s | about 27 blocks | ×0.5 of your wand’s shot | A small, quick bolt of violet light. It hits lightly, but it costs almost nothing and leaves the wand fast, so most rows are built round it. | Odile, the wandwright, sells it in Aldhearth for 25 gold. | Three sparks after a Double spell or behind Damage plus beat one big spell on mana. Cheap casts add up. |
| Magic arrow | 14 mana | +0.36 s | about 32 blocks | ×1.05 of your wand’s shot | A heavy, straight bolt of light. Twice the punch of a spark, and it flies true and does not drop. | Odile, the wandwright, sells it in Aldhearth for 60 gold. | Your honest damage spell until the Deep. Piercing shot in front of it cuts a line of Grown. |
| Fireball | 30 mana | +0.5 s | about 10 blocks on level ground (it arcs down) | ×1.15 of your wand’s shot, and ×0.69 to what is near the burst | Lobs a ball of fire that arcs down and bursts where it lands. What it hits catches fire and keeps burning for a few seconds, and what stands near the burst is hurt too. | Found in the Deep, from the Upper Deep on: in chests and from the great ones, most often in the first two bands. | Wet Grown will not burn, so do not soak what you mean to burn. The fire can light the ground too: mind wooden floors. |
| Bubble spark | 4 mana | +0.1 s | about 23 blocks | ×0.3 of your wand’s shot | A slow bubble that floats up and bounces twice. It hardly hurts, but what it touches is soaked for six seconds, and it puts out fire. | Odile, the wandwright, sells it in Aldhearth for 40 gold. | The setup spell. Soak first, then Chain lightning, or Critical on wet and an arrow. |
| Acid bolt | 22 mana | +0.4 s | about 13 blocks on level ground (it arcs down) | ×0.55 of your wand’s shot | A lobbed glob of acid. It hits for a little, then eats at what it touched with poison for four seconds more. | Found in the Deep, from the Drowned Halls on: in chests and from the great ones, most often there and in the band beneath it. | Fine against big, slow Grown: the poison keeps working while you back away. |
| Chain lightning | 45 mana | +0.35 s | about 20 blocks | ×0.85 of your wand’s shot, then ×0.6 for each of 4 leaps | Strikes one Grown, then leaps to as many as four more near it, each leap hitting for 0.7 of the strike. Water carries it farther and makes it hit harder. | Found in the Deep, from the Clockwork Under-city on: in chests and from the great ones, most often there and in the band beneath it. | Soak the crowd with a Bubble spark first. A wet crowd takes one more leap and a harder blow. |
| Digging bolt | 8 mana | +0.15 s | about 11 blocks | ×0.25 of your wand’s shot | Digs the block it hits, a little at a bolt: whatever your best pickaxe could dig, no more. It hardly hurts a Grown. | Odile, the wandwright, sells it in Aldhearth for 50 gold. | Speed up before it and two bolts in a row make a tunnel at the end of your aim. It never digs where you could not dig by hand. |
| Bomb | 70 mana | +1 s | thrown about 7 blocks, then it bounces | ×2.6 of your wand’s shot, and ×2.6 to what is near the burst | Thrown in an arc. It bounces, and bursts after 1.4 seconds or on a Grown, hurting everything near, breaking blocks, and hurting you a little if you stand close. | Found in the Deep, from the Hollow Sun on: in chests and from the great ones, most often there and in the band beneath it. | Put a Trigger and a Spark bolt in front of it: the bomb goes off where the spark lands, far from your feet. |
| Light orb | 10 mana | +0.25 s | about 33 blocks | ×0.45 of your wand’s shot | A slow orb of light that drifts through every Grown in its way without stopping, hurting each, and lights the dark around it. | Found in the Deep, from the Crystal Cathedrals on: in chests and from the great ones, most often there and in the band beneath it. | Broaden makes its light reach farther. Walk behind it into a cave and you have a lantern that bites. |
| Saw disc | 16 mana | +0.28 s | about 7 blocks on level ground (it arcs down) | ×0.75 of your wand’s shot | A spinning disc that falls, rolls along the floor and bounces off walls up to five times, cutting through two Grown as it goes. | Found in the Deep, from the Bone Gardens on: in chests and from the great ones, most often there and in the band beneath it. | Aim it low in a tunnel and it works the whole length, back and forth. |
| Rime needle | 10 mana | +0.24 s | about 27 blocks | ×0.65 of your wand’s shot | A needle of ice. What it hits is slowed for two and a half seconds. | Odile, the wandwright, sells it in Aldhearth for 70 gold. | Slow the fast one first and every other spell in the row gets easier to land. |
Modifiers
| Name | Cost | Wait | Reach | Hits for | What it does | How to get it | Tip |
|---|---|---|---|---|---|---|---|
| Damage plus | 12 mana | +0.15 s | The next projectile hits 30% harder. | Odile, the wandwright, sells it in Aldhearth for 90 gold. | Put it before a Double spell and both spells get it. | ||
| Speed up | 3 mana | adds no wait | The next projectile flies 1.8 times as fast. It lasts a little shorter, so it still goes about a third farther. | Odile, the wandwright, sells it in Aldhearth for 30 gold. | Fast shots are hard to miss with. Put it before a Digging bolt to reach farther into the rock. | ||
| Homing | 12 mana | +0.06 s | The next projectile turns toward the nearest Grown in front of it. | Found in the Deep, from the Upper Deep on: in chests and from the great ones, most often in the first two bands. | The answer to a Grown that will not stand still. It makes slow shots useful. | ||
| Bounce | 2 mana | adds no wait | The next projectile bounces off three more walls instead of stopping. | Odile, the wandwright, sells it in Aldhearth for 30 gold. | In a narrow tunnel a bouncing spark hits everything twice. | ||
| Piercing shot | 14 mana | +0.06 s | The next projectile goes through two more Grown before it stops. | Found in the Deep, from the Upper Deep on: in chests and from the great ones, most often in the first two bands. | Best on a single hard hitter, such as an arrow, when the Grown come in a line. | ||
| Burning trail | 10 mana | +0.04 s | The next projectile sets alight the Grown it passes, and what burns on its way. | Found in the Deep, from the Bone Gardens on: in chests and from the great ones, most often there and in the band beneath it. | Turns any fast shot into a fire for a whole line of Grown. It will not light what is wet. | ||
| Wet trail | 6 mana | +0.03 s | The next projectile soaks the Grown it passes, and puts out fire on its way. | Found in the Deep, from the Drowned Halls on: in chests and from the great ones, most often there and in the band beneath it. | Soaks a whole line at once; follow it with Chain lightning. | ||
| Burst tip | 14 mana | +0.1 s | The next projectile bursts where it hits, hurting what is around it for half of its blow. | Found in the Deep, from the Upper Deep on: in chests and from the great ones, most often in the first two bands. | Makes a plain arrow good against a crowd. | ||
| Critical on wet | 8 mana | +0.05 s | The next projectile always lands a critical blow on something wet. | Found in the Deep, from the Drowned Halls on: in chests and from the great ones, most often there and in the band beneath it. | Bubble spark, Critical on wet, Magic arrow: every arrow is a critical. | ||
| Heavy shot | 16 mana | +0.35 s | The next projectile is slow, bigger and hits much harder: 75% more, but at half the speed, and it makes the wand wait longer. | Found in the Deep, from the Bone Gardens on: in chests and from the great ones, most often there and in the band beneath it. | Great against slow, big Grown. Useless against fast ones: put Homing before it. | ||
| Quickening | 18 mana | takes 0.15 s off the wand’s cast delay; takes 0.25 s off its recharge | Makes the wand cast again sooner, and recharge faster, whatever is cast with it. | Found in the Deep, from the Clockwork Under-city on: in chests and from the great ones, most often there and in the band beneath it. | Worth a slot in any long row: it pays back the delay of the spells around it. | ||
| Broaden | 8 mana | +0.03 s | The next projectile’s burst, chain or light reaches 1.6 times as far. | Found in the Deep, from the Crystal Cathedrals on: in chests and from the great ones, most often there and in the band beneath it. | Works on bombs, fireballs, Burst tip, chain lightning and the light orb. |
Multicasts
| Name | Cost | Wait | Reach | Hits for | What it does | How to get it | Tip |
|---|---|---|---|---|---|---|---|
| Double spell | 3 mana | +0.05 s | Casts the next two spells at once, in one go. | Odile, the wandwright, sells it in Aldhearth for 120 gold. | A modifier in front of a Double spell changes both. It costs almost no mana for what it gives. | ||
| Triple spell | 6 mana | +0.1 s | Casts the next three spells at once. | Found in the Deep, from the Crystal Cathedrals on: in chests and from the great ones, most often there and in the band beneath it. | Thirsty: three heavy spells at once empty a wand fast. Three sparks are a good start. |
Triggers
| Name | Cost | Wait | Reach | Hits for | What it does | How to get it | Tip |
|---|---|---|---|---|---|---|---|
| Trigger | 6 mana | adds no wait | The next projectile carries the spell after it, and casts it where it hits something. | Odile, the wandwright, sells it in Aldhearth for 140 gold. | Trigger, Spark bolt, Bomb: the spark is the cheap fuse and the bomb goes off at the wall. | ||
| Timer | 6 mana | adds no wait | The next projectile carries the spell after it, and casts it half a second later. | Odile, the wandwright, sells it in Aldhearth for 140 gold. | Good for spells that should go off in the air, such as a Burst tip or an Orb. |
The wands
| Name | Slots | Mana | Cast delay | What it does | How to get it | Tip |
|---|---|---|---|---|---|---|
| Apprentice’s wand | 3 spells | 90 (+28 a second) | 0.1 s between casts | Everybody’s first wand: three slots and a small well of mana. Enough for a few sparks and a lesson. | Odile, the wandwright, sells it in Aldhearth for 60 gold. | Double spell, Spark bolt, Spark bolt is a fine first row. |
| Ashwood wand | 4 spells | 160 (+42 a second) | 0.09 s between casts | Four slots, a deeper well of mana and a faster charge than the Apprentice’s wand. | Odile, the wandwright, sells it in Aldhearth for 600 gold. | Room for a modifier or two: Damage plus in front of a Magic arrow. |
| Crystal-tipped wand | 5 spells | 260 (+60 a second) | 0.08 s between casts | Five slots and a mana pool that lasts a long fight. The best wand Odile sells. | Odile, the wandwright, sells it in Aldhearth for 2,400 gold. | Good enough to learn on for a long time. Keep it until a band’s wand beats it. |
| Mythril wand | 5 spells | 300 (+70 a second) | 0.08 s between casts | A surface wand made of mythril: five slots and a hard hit, for those not yet down in the Deep. | Made at a wandwright’s bench: 3× crystal, 6× mythril bar, 10× essence, 600 gold. | The bench makes it from mythril bars: no need to wait for the Deep. |
| Embersteel wand | 6 spells | 360 (+80 a second) | 0.07 s between casts | The first wand of the Deep: six slots, made of embersteel with voidglass at the tip. | Made at a wandwright’s bench: 8× embersteel bar, 4× voidglass shard, 1,000 gold. | Six slots is room for a real row: a modifier, a Double and three spells. |
| Ivory wand | 7 spells | 450 (+100 a second) | 0.07 s between casts | Seven slots, carved from the old ivory of the Bone Gardens. | Made at a wandwright’s bench: 8× elder bone, 12× old ivory, 2,000 gold. | A wand for Burning trail and the Saw disc, which come from the same place. |
| Tide-iron wand | 7 spells | 560 (+120 a second) | 0.06 s between casts | Seven slots of tide-iron and pearl: quick to cast and quick to recharge. | Made at a wandwright’s bench: 12× tide-iron, 3× pearl, 4,000 gold. | Pair it with Wet trail and Chain lightning. |
| Brass wand | 8 spells | 680 (+145 a second) | 0.06 s between casts | Eight slots and a bigger well of mana, made by the Clockwork Under-city’s makers. | Made at a wandwright’s bench: 14× brass ingot, 3× ember core, 8,000 gold. | Eight slots is room for a Trigger, a Double and a modifier together. |
| Starquartz wand | 8 spells | 800 (+170 a second) | 0.05 s between casts | Eight slots of starquartz: a very fast wand that rings when it casts. | Made at a wandwright’s bench: 15× starquartz, 6× singing shard, 16,000 gold. | Fast casting makes Quickening less needed; use the slot for damage. |
| Dawngold wand | 9 spells | 940 (+200 a second) | 0.05 s between casts | Nine slots of dawngold: a wand of the Hollow Sun that casts and recharges very fast. | Made at a wandwright’s bench: 15× dawngold, 4× sun-ember, 32,000 gold. | Fine for Bombs: its mana lasts them. |
| Greyheart wand | 9 spells | 1080 (+235 a second) | 0.04 s between casts | Nine slots of greyheart, from the Wane’s Root, with a very large well of mana. | Made at a wandwright’s bench: 15× greyheart, 4× loose line, 64,000 gold. | Plenty of mana: put the expensive spells in it. |
| Nightsilver wand | 10 spells | 1250 (+275 a second) | 0.04 s between casts | Ten slots of nightsilver: the largest made wand, with the quickest cast of them. | Made at a wandwright’s bench: 14× nightsilver, 6× mote of first light, 4× shadow silk, 128,000 gold. | Ten slots hold two full rows: a cheap one for crowds, a strong one for single targets. |
| Rattlewand | 9 spells | 600 (+160 a second) | 0.05 s between casts | A shuffle wand of bone beads. It reads its spells in a new random order after every recharge. | Found in the Deep: in the chests of the Bone Gardens and the Drowned Halls. It cannot be made. | Fill it with spells that are good in any order: sparks, arrows and Doubles, no Triggers. |
| The Gardener’s briar | 8 spells | 520 (+115 a second) | 0.06 s between casts | The Ossuary Gardener’s hedge: a great wand that always casts a free Bounce on top of your row. | Left now and then (one time in eight) by the great ones of the Bone Gardens. It cannot be made. | Everything it casts comes back from the walls: fight in tunnels. |
| Undertow | 8 spells | 640 (+140 a second) | 0.06 s between casts | The Drowned King’s sceptre: a great wand that always casts a free Wet trail. | Left now and then (one time in eight) by the great ones of the Drowned Halls. It cannot be made. | It soaks everything it shoots: set up your Chain lightning and Critical on wet. |
| The Warden’s mainspring | 8 spells | 760 (+165 a second) | 0.06 s between casts | The Clockwork Warden’s mainspring: a great wand that reads two spells (or groups) at every cast. | Left now and then (one time in eight) by the great ones of the Clockwork Under-city. It cannot be made. | Twice the spells for the same wait. It empties its mana fast: bring cheap spells. |
| The Cantor’s baton | 9 spells | 880 (+190 a second) | 0.05 s between casts | The Last Cantor’s baton: a great wand that always casts a free Broaden. | Left now and then (one time in eight) by the great ones of the Crystal Cathedrals. It cannot be made. | Bursts, chains and light all reach farther with it. Put Bomb and Chain lightning in it. |
| Daybreak | 9 spells | 1020 (+220 a second) | 0.05 s between casts | A splinter of the First Dawn: a great wand that always casts a free Burning trail. | Left now and then (one time in eight) by the great ones of the Hollow Sun. It cannot be made. | Everything it shoots leaves fire. Do not use it near wooden floors. |
| The Root’s rod | 10 spells | 1400 (+300 a second) | 0.04 s between casts | The Wane’s Root rod: a great shuffle wand with the quickest recharge there is. | Left now and then (one time in eight) by the great ones of the Wane's Root. It cannot be made. | Its speed hides its disorder: use spells that work in any order. |
| Hushwand | 10 spells | 1320 (+290 a second) | 0.04 s between casts | The Hushmother’s wand: a great wand that always casts a free Homing. | Left now and then (one time in eight) by the great ones of the Last Dark. It cannot be made. | Every shot finds its way in the dark: pair it with slow, heavy spells. |
Bows, staves and glaives
These are not wand spells: you hold them and attack, and they shoot by themselves.
| Name | What it does | How to get it | Tip |
|---|---|---|---|
| Hunting bow | Shoots an arrow where you aim. It arcs, and no ammunition is needed. | Made at a workbench: 4× planks, 3× stick. | A good first ranged weapon for the surface. |
| Iron longbow | A better bow: the arrow arcs less and goes through one Grown. | Made at an anvil: 3× iron bar, 2× planks, 3× stick. | Aim a little high at long range; arrows fall. |
| Rimeglass bow | An arrow of frozen breath: it goes through one Grown, and what it hits is slowed. | Found in chests and in the loot of dungeons, rifts and hard Grown, from about level 30 on. | Slow first and keep your distance. |
| Ember staff | Shoots a ball of fire that bursts where it hits, hurting what is near it. | Found in chests and in the loot of dungeons, rifts and hard Grown, from about level 45 on. | It does not arc: aim straight at what you mean to burn. |
| Stormcaller’s wand | Shoots a bolt of the storm: what it hits chains to others near it. | Found in chests and in the loot of dungeons, rifts and hard Grown, from about level 70 on. | Fast bolts, and a crowd takes the chain. |
| Starfall staff | Shoots a falling star that goes through four Grown and bursts where it ends. | Found in chests and in the loot of dungeons, rifts and hard Grown, from about level 110 on. | The best shot in the world for damage. Keep Grown in a line. |
| Returning glaive | Thrown out and back: it cuts everything on the way and returns to your hand. | Made at an anvil: 1× crystal, 4× iron bar. | Hits twice, on the way out and on the way back, if you stand still. |
| Moonsickle | A cold curve of light thrown out and back, slowing what it cuts. | Found in chests and in the loot of dungeons, rifts and hard Grown, from about level 45 on. | Throw it at a crowd and let it come home. |
| Graphite staff | Shoots a bolt that flies straight at what you aim at. It bursts where it hits. | Made at an anvil: 3× embersteel bar, 10× grey graphite, 15,000 gold. | Aim straight at what you mean to hit. |
| Amber disc | Throws a blade that flies out and comes back to your hand, through everything on the way. | Made at an anvil: 3× embersteel bar, 10× spore amber, 20,000 gold. | Aim straight at what you mean to hit. |
| Echo bow | Shoots arrows that arc as they fly. | Made at an anvil: 3× embersteel bar, 10× echo stone, 22,500 gold. | Aim a little above what is far away: arrows fall. |
| Prism bow | Shoots arrows that arc as they fly. It goes through 2 Grown. | Made at an anvil: 3× embersteel bar, 10× canyon glass, 35,000 gold. | Aim a little above what is far away: arrows fall. |
| Lost-ink staff | Shoots a bolt that flies straight at what you aim at. It bursts where it hits. | Made at an anvil: 3× embersteel bar, 10× lost ink, 40,000 gold. | Aim straight at what you mean to hit. |
| Salt-moon glaive | Throws a blade that flies out and comes back to your hand, through everything on the way. | Made at an anvil: 3× embersteel bar, 10× silent salt, 50,000 gold. | Aim straight at what you mean to hit. |
| Greyroot bow | Shoots arrows that arc as they fly. It goes through 3 Grown. | Made at a deep anvil: 32× greyheart, 8× loose line, 800,000 gold. | Aim a little above what is far away: arrows fall. |
| The last lantern | Shoots a bolt that flies straight at what you aim at. It bursts where it hits. | Sold by Vesna, the curio-keeper of the Delvers’ Lodge in Aldhearth, for Lodge marks, to one who has been as deep as the Last Dark. | Aim straight at what you mean to hit. |
To cast any spell: set it in a wand (the wand window, Z), hold the wand, and attack. For weapon powers (runes, sigils and twists), see Weapon powers.
The wandwrights' notes
Ten pages of the wandwrights' notes, read in the wand window: Odile's card the first time you talk to her, a page with the first wand of each band's material you get, and Odile's note on the great wands with your first great wand.