New Wands in Slash'EM

Create horde

When engraved with, same effect as zapping wand.

When you zap it, creates 6-12 monsters. When a monster zaps it, creates 11-14 monsters.

You identify the wand if any of the new monsters are seen.

Draining

When engraved with over an existing engraving, will erase some of it. If nothing remains, the message given is ``The engraving on the <floor> vanishes!'' which is indistinguishable from the message given by wands of cancellation, make invisible or teleportation. If some of the old engraving remains, the message will be ``The engraving now reads <what it does>''. At first glance, this resembles the message from a wand of polymorph, but you can tell them apart by observing whether the new engraving is a partially erased version of the old.

When the wand is zapped downward, any engraving in stone at the location is partly rubbed out.

When zapped at a monster, the monster loses 1-8 HP, the same amount of max HP, and one experience level. Some monsters may resist, and undead and demons are immune.

When zapped at an item, removes one positive charge or enchantment from it (if it has any). Ordinary objects have a 10% chance of resisting, and artifacts have a 90% chance.

When you zap yourself, or when a monster zaps you, you lose one experience level and identify the wand, unless you have drain resistance.

Extra healing

When engraved with, ``The bugs on the <floor> look healthier!''

When zapped at a monster, the monster is healed by 5d4 hit points, plus 10 if the wand is blessed or cursed. If this would put its HP above its maximum value, its maximum HP is increased by 1 and its HP set to this new maximum. Unless the wand is cursed, the monster is unblinded. If you can see the monster, you get the message ``<The monster> begins to look much better'' and identify the wand. All these effects also occur when a monster zaps itself.

Healing tame or peaceful monsters is worth +1 alignment point for Healers and lawfuls but -1 for chaotics. Pestilence is unaffected by wands of (extra) healing.

When you zap yourself, you regain 6d8 hit points (but not beyond your maximum HP). Hallucination is cured, your strength and constitution are exercised, and you identify the wand.

Fear

When engraved with, ``The bugs on the <floor> run away!''

When zapped at a monster, ``<The monster> suddenly panics!'' and starts fleeing. This does not work on undead, and some monsters may resist.

When you zap yourself, ``You suddenly panic!'' and if you are not already confused, you will be confused for 1-10 turns.

Fireball

When engraved with, ``This is a wand of fireballs!''. The wand auto-identifies and the engraving is burned in.

When zapped at yourself, ``You explode a fireball on top of yourself!'' You suffer 6d6 points of fire damage (reduced for certain classes and completely negated by fire resistance). Flammable objects in your inventory and the surrounding squares may be destroyed, and if you are turning to slime the slime is burned away.

Fireballs explode as soon as they hit a monster or the wall. If the monster is adjacent to you, you will catch yourself in your own fireball! Despite this danger, monsters can zap wands of fireball.

Healing

When engraved with, ``The bugs on the <floor> look healthier!''

When zapped at a monster, the monster is healed by 5d2 hit points, plus 5 if the wand is blessed or cursed. If this would put its HP above its maximum value, its maximum HP is increased by 1 and its HP set to this new maximum. Unless the wand is cursed, the monster is unblinded. If you can see the monster, you get the message ``<The monster> begins to look better'' and identify the wand. All these effects also occur when a monster zaps itself.

Healing tame or peaceful monsters is worth +1 alignment point for Healers and lawfuls but -1 for chaotics. Pestilence is unaffected by wands of (extra) healing.

When you zap yourself, you regain 5d6 hit points (but not beyond your maximum HP). Your strength is exercised and you identify the wand.