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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

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

SlotsHow many spells it holds, 3 to 10.
Mana and chargeHow much mana it holds, and how much comes back a second. Every spell costs mana.
Cast delayHow long it waits between casts. Every spell cast adds its own delay (a few take some away).
RechargeHow long it waits after its last spell, before it reads from the left again.
SpreadHow far off your aim its shots may go, in degrees. Shots cast together fan out a little more.
DamageWhat it hits for, as a weapon.
ShuffleA shuffle wand reads its spells in a new random order every time it recharges. Fast, and never quite what you planned.
Always castsA great wand casts one spell of its own on every cast, free, on top of yours.
Spells a castA 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:

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

spellmanacast delaydamagewhat it doeswhere
Spark bolt5+0.17 s×0.5quick, short-lived and cheapOdile, 25 g
Magic arrow14+0.36 s×1.05a straight, heavy boltOdile, 60 g
Bubble spark4+0.10 s×0.3slow, floats up, bounces twice; soaks what it touches and puts out fireOdile, 40 g
Digging bolt8+0.15 s×0.25digs the block it hits, a little at a bolt, as your best pickaxe wouldOdile, 50 g
Rime needle10+0.24 s×0.65slows what it hits for 2.5 sOdile, 70 g
Fireball30+0.50 s×1.15arcs and bursts (×0.6 to what is near); what it hits burns, and so does what burns where it burststhe Upper Deep
Saw disc16+0.28 s×0.75falls and rolls along the floor, bounces off walls five times, cuts through twothe Bone Gardens
Acid bolt22+0.40 s×0.55lobbed; eats at what it hits for 4 sthe Drowned Halls
Chain lightning45+0.35 s×0.85strikes one, then leaps to four more nearby, each leap ×0.7 of the strike; wet Grown carry it one leap farther and take morethe Clockwork Under-city
Light orb10+0.25 s×0.45slow, passes through every Grown in its way (not walls), lights the dark around itthe Crystal Cathedrals
Bomb70+1.00 s×2.6thrown, bounces, bursts after 1.4 s or on a Grown: hurts all around it (and you, a little, if you stand close) and breaks blocksthe Hollow Sun

Modifiers

spellmanacast delayon the next projectilewhere
Damage plus12+0.15 s+0.3 damageOdile, 90 g
Speed up3—flies 1.8 × as fast (and as far, in less time)Odile, 30 g
Bounce2—bounces off three more wallsOdile, 30 g
Homing12+0.06 sturns toward the nearest Grown in front of itthe Upper Deep
Piercing shot14+0.06 sgoes through two more Grownthe Upper Deep
Burst tip14+0.10 sbursts where it hits (×0.5 to what is around)the Upper Deep
Heavy shot16+0.35 s+0.75 damage, but slowthe Bone Gardens
Burning trail10+0.04 ssets alight the Grown it passes (and what burns on its way)the Bone Gardens
Wet trail6+0.03 ssoaks the Grown it passes, puts out fire on its waythe Drowned Halls
Critical on wet8+0.05 salways a critical hit on what is wetthe Drowned Halls
Quickening18−0.15 sthe wand casts again sooner, and recharges 0.25 s fasterthe Clockwork Under-city
Broaden8+0.03 sits burst, chain or light reaches 1.6 × as farthe Crystal Cathedrals

Multicasts and triggers

spellmanacast delaywhat it doeswhere
Double spell3+0.05 scasts the next two at onceOdile, 120 g
Triple spell6+0.10 scasts the next three at oncethe Crystal Cathedrals
Trigger6—the next projectile carries the spell after it, and casts it where it hitsOdile, 140 g
Timer6—the same, half a second after the castOdile, 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

wandslotsmanacharge /scast delayrechargespreaddamagewhere
Apprentice's wand390280.10 s0.45 s4°5Odile, 60 g
Ashwood wand4160420.09 s0.42 s3°12Odile, 600 g
Crystal-tipped wand5260600.08 s0.40 s3°24Odile, 2,400 g
Mythril wand5300700.075 s0.40 s3°34the bench: 6 mythril bars, 3 crystal, 10 essence, 600 g
Embersteel wand6360800.07 s0.38 s2°50the bench: 8 embersteel bars, 4 voidglass shards, 1,000 g; the Upper Deep
Ivory wand74501000.065 s0.36 s2°52the bench: 12 old ivory, 8 elder bone, 2,000 g; the Bone Gardens
Tide-iron wand75601200.06 s0.34 s2°54the bench: 12 tide-iron, 3 pearls, 4,000 g; the Drowned Halls
Brass wand86801450.055 s0.32 s2°56the bench: 14 brass ingots, 3 ember cores, 8,000 g; the Clockwork Under-city
Starquartz wand88001700.05 s0.30 s1°58the bench: 15 starquartz, 6 singing shards, 16,000 g; the Crystal Cathedrals
Dawngold wand99402000.045 s0.28 s1°60the bench: 15 dawngold, 4 sun-embers, 32,000 g; the Hollow Sun
Greyheart wand91,0802350.04 s0.26 s1°62the bench: 15 greyheart, 4 loose lines, 64,000 g; the Wane's Root
Nightsilver wand101,2502750.035 s0.24 s1°64the bench: 14 nightsilver, 6 motes of first light, 4 shadow silk, 128,000 g; the Last Dark
Rattlewand96001600.05 s0.20 s6°54shuffle; 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:

wandbandslotsmanacharge /scast delayrechargedamageits own
The Gardener's briarthe Bone Gardens85201150.06 s0.30 s60always casts Bounce
Undertowthe Drowned Halls86401400.055 s0.30 s62always casts Wet trail
The Warden's mainspringthe Clockwork Under-city87601650.06 s0.34 s64reads two spells a cast
The Cantor's batonthe Crystal Cathedrals98801900.05 s0.28 s66always casts Broaden
Daybreakthe Hollow Sun91,0202200.045 s0.26 s68always casts Burning trail
The Root's rodthe Wane's Root101,4003000.04 s0.12 s70shuffle, and the quickest recharge there is
Hushwandthe Last Dark101,3202900.035 s0.22 s74always casts Homing

Where wands and spells are found

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).

Three casts at a Grown: a fire staff with its embers and burst, a frost bow with flakes and ice shards, and a storm wand with arcs of lightning
Three casts at a Grown: a fire staff with its embers and burst, a frost bow with flakes and ice shards, and a storm wand with arcs of lightning

Spells and the world

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

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 Spellbook: the card of Chain lightning, with its numbers, where to get it and how to cast it
The Spellbook: the card of Chain lightning, with its numbers, where to get it and how to cast it
The card that comes up the first time a spell is in your bag
The card that comes up the first time a spell is in your bag

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

NameCostWaitReachHits forWhat it doesHow to get itTip
Spark bolt5 mana+0.17 sabout 27 blocks×0.5 of your wand’s shotA 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 arrow14 mana+0.36 sabout 32 blocks×1.05 of your wand’s shotA 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.
Fireball30 mana+0.5 sabout 10 blocks on level ground (it arcs down)×1.15 of your wand’s shot, and ×0.69 to what is near the burstLobs 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 spark4 mana+0.1 sabout 23 blocks×0.3 of your wand’s shotA 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 bolt22 mana+0.4 sabout 13 blocks on level ground (it arcs down)×0.55 of your wand’s shotA 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 lightning45 mana+0.35 sabout 20 blocks×0.85 of your wand’s shot, then ×0.6 for each of 4 leapsStrikes 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 bolt8 mana+0.15 sabout 11 blocks×0.25 of your wand’s shotDigs 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.
Bomb70 mana+1 sthrown about 7 blocks, then it bounces×2.6 of your wand’s shot, and ×2.6 to what is near the burstThrown 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 orb10 mana+0.25 sabout 33 blocks×0.45 of your wand’s shotA 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 disc16 mana+0.28 sabout 7 blocks on level ground (it arcs down)×0.75 of your wand’s shotA 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 needle10 mana+0.24 sabout 27 blocks×0.65 of your wand’s shotA 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

NameCostWaitReachHits forWhat it doesHow to get itTip
Damage plus12 mana+0.15 sThe 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 up3 manaadds no waitThe 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.
Homing12 mana+0.06 sThe 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.
Bounce2 manaadds no waitThe 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 shot14 mana+0.06 sThe 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 trail10 mana+0.04 sThe 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 trail6 mana+0.03 sThe 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 tip14 mana+0.1 sThe 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 wet8 mana+0.05 sThe 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 shot16 mana+0.35 sThe 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.
Quickening18 manatakes 0.15 s off the wand’s cast delay; takes 0.25 s off its rechargeMakes 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.
Broaden8 mana+0.03 sThe 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

NameCostWaitReachHits forWhat it doesHow to get itTip
Double spell3 mana+0.05 sCasts 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 spell6 mana+0.1 sCasts 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

NameCostWaitReachHits forWhat it doesHow to get itTip
Trigger6 manaadds no waitThe 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.
Timer6 manaadds no waitThe 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

NameSlotsManaCast delayWhat it doesHow to get itTip
Apprentice’s wand3 spells90 (+28 a second)0.1 s between castsEverybody’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 wand4 spells160 (+42 a second)0.09 s between castsFour 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 wand5 spells260 (+60 a second)0.08 s between castsFive 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 wand5 spells300 (+70 a second)0.08 s between castsA 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 wand6 spells360 (+80 a second)0.07 s between castsThe 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 wand7 spells450 (+100 a second)0.07 s between castsSeven 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 wand7 spells560 (+120 a second)0.06 s between castsSeven 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 wand8 spells680 (+145 a second)0.06 s between castsEight 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 wand8 spells800 (+170 a second)0.05 s between castsEight 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 wand9 spells940 (+200 a second)0.05 s between castsNine 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 wand9 spells1080 (+235 a second)0.04 s between castsNine 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 wand10 spells1250 (+275 a second)0.04 s between castsTen 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.
Rattlewand9 spells600 (+160 a second)0.05 s between castsA 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 briar8 spells520 (+115 a second)0.06 s between castsThe 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.
Undertow8 spells640 (+140 a second)0.06 s between castsThe 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 mainspring8 spells760 (+165 a second)0.06 s between castsThe 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 baton9 spells880 (+190 a second)0.05 s between castsThe 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.
Daybreak9 spells1020 (+220 a second)0.05 s between castsA 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 rod10 spells1400 (+300 a second)0.04 s between castsThe 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.
Hushwand10 spells1320 (+290 a second)0.04 s between castsThe 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.

NameWhat it doesHow to get itTip
Hunting bowShoots 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 longbowA 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 bowAn 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 staffShoots 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 wandShoots 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 staffShoots 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 glaiveThrown 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.
MoonsickleA 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 staffShoots 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 discThrows 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 bowShoots 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 bowShoots 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 staffShoots 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 glaiveThrows 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 bowShoots 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 lanternShoots 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.