FANDOM


Wand
Item Wand Banner
Slots ItemSlot Staff ItemSlot SwordStaff
Base Value Icon Mana.png 200 / Icon Gold.png 200
Special Properties None
Possible Bonuses (Item)
Ranged Attack

Icon Ranged Magic.png +1

Icon Ranged Magic.png +2
Mana Icon Mana.png +5
Spell Save

Icon SpellSave.png -1

Icon SpellSave.png -2

Possible Item Powers:

Item Power Req.
Spellbooks
StoningIcon Nature.png2
Resist ElementsIcon Nature.png2
Resist MagicIcon Sorcery.png2
Possible Bonuses (Artifact)
Ranged Attack

Icon Ranged Magic.png +1

Icon Ranged Magic.png +2
To Hit Icon ToHit.png +10%
Mana

Icon Mana.png +5

Icon Mana.png +10
Spell Save

Icon SpellSave.png -1

Icon SpellSave.png -2

Possible Item Powers:

Item Power Req.
Spellbooks
Planar TravelIcon Life.png5
StoningIcon Nature.png2
Resist ElementsIcon Nature.png2
Elemental ArmorIcon Nature.png4
Resist MagicIcon Sorcery.png2
Guardian WindIcon Sorcery.png3
Magic ImmunityIcon Sorcery.png5
PhantasmalIcon Sorcery.png6
FlamingIcon Chaos.png2
DestructionIcon Chaos.png5
LightningIcon Chaos.png5
DeathIcon Death.png3
Power DrainIcon Death.png4
Spell ChargesSpecial

A Wand is a type of Magical Item which can be equipped on any Hero possessing an appropriate slot. The bonuses on the Wand will enhance that Hero's performance, particularly his/her Ranged Attack.

As with any Magical Item, Wands can have a total mix of up to 4 different bonuses and/or Item Powers. Wands are normally very poor in terms of available bonuses, mostly improving the Hero's Icon Ranged Magic.png Ranged Magical Attack and spell-casting properties. Wands are generally inferior to Staves, but are somewhat less expensive to make.

Wands can receive Item Powers that alter the Hero's Ranged Attack, making it more dangerous in one way or another. Wands will never alter any of the Hero's other attack types, if present at all.

Description Edit

A Wand is a small piece of wood or metal designed to channel magical energy. Wands contain a rather small amount of magic (at least compared to Staves), but still enough to be useful during combat. A Wand can fire its accumulated energy in the form of a magical bolt, but can also improve its wielder's spell-casting abilities or even allow them to cast spells using that energy.

Wands are generally considered a "starter" magical weapon, fit for budding Heroes during times when Staves are just too expensive to make or to buy. Any serious spellcaster will eventually want to switch his/her Wand for a more powerful Staff, if at all possible.

The Basic Item Edit

The Wand is one of many possible Magical Item types in Master of Magic. Magical Items can be Crafted by a wizard (tailored to the specific needs of a Hero under the wizard's employ), or found as rewards for defeating a suitably-dangerous Encounter (in which case the item already has a set of pre-defined bonuses).

Any Wand can be equipped on a Hero, if said Hero possesses an appropriate weapon slot. Wands can only fit into the following slots:

ItemSlot Staff Staff Slot
ItemSlot SwordStaff Sword/Staff Slot

The number of Heroes who have one of the above slots is rather small, about 1/4 of all Heroes. All of these Heroes have a Icon Ranged Magic.png Ranged Magical Attack, which will benefit from the Wand's bonuses. Furthermore, all are spellcasters by default. Note that a Sword/Staff Slot can accept a Melee weapon instead of a Wand or Staff, and so Heroes possessing such a slot can alternate between these items if necessary - but not during battle.

Any additional attack strength bonuses on a Wand will only apply to the Hero's Icon Ranged Magic.png Ranged Magical Attack. Any Item Powers imbued into a Wand that directly alter the Hero's attack, such as adding Special Damage to it, also apply only to the Hero's Ranged Attack. A Wand cannot directly improve any of the Hero's other attacks, if he/she has any at all.

Spell Charges Edit

"Spell Charges" is an Item Power unique to Wands and Staves. It imbues a spell into the item, which can then be cast by the Hero holding the item during combat.

During combat, the Hero may cast the imbued spell in the same way that he/she would any other spell. In the Hero's personal spellbook, the imbued spell will have the word "Item" written to the right of its name (where the Icon Mana.png Mana cost of the item is normally displayed). The row of Realm icons underneath the spell indicate the remaining number of "charges" on the item. Clicking this spell will cast it directly from the item - costing the Hero no Icon Mana.png Mana whatsoever. Spells with variable casting cost can be strengthened by < hero's remaining mana - the spell's base casting cost > mana points, without expending any of the hero's Icon Mana.png Mana.

Each time a spell is cast this way, the number of charges on the item decreases by 1. Once the item reaches 0 charges, the "Spell Charges" enchantment is completely removed from the item, and cannot be restored. The number of charges left on an item can never be increased in any way, and new charges cannot be added once they're depleted.

Crafting a Wand Edit

It is possible to create a new Wand (like any other Magical Item) using the Item Crafting process. This is initiated by casting either the Enchant Item spell or the Create Artifact spell, though there are differences in the potential strength of the new Wand depending on which spell is chosen.

During Item Crafting it is possible to select a Wand as the type of Magical Item being created. This sets the default cost of casting the item-crafting spell to Icon Mana.png 200.

Once the Wand is selected, the Item Crafting menu will show all bonuses and Item Powers that can be imbued into it. Click the desired options to add them to the weapon, or click a selected option to remove it. Regardless of which item-crafting spell was selected, a Wand can only take up to 4 different bonuses and/or Item Powers - just like any other item in the game.

Each additional bonus will increases the value of the item by a set amount. The more powerful the bonus or enchantment, the more it raises the item's value (see list below). An item with higher value costs more Icon Mana.png Mana to create, and thus may take more than one turn to complete.

Note that a Wand is always inferior to a Staff in terms of the type and strength of bonuses it can take. The Staff, however, costs Icon Mana.png 100 Mana more than a Wand by default. Thus there is little reason to create a Wand after the early portion of the game; once ample Icon Mana.png Mana is available, creating a Staff is almost always a better idea.

Enchant Item Edit

The Enchant Item spell limits the strength of the bonuses that can be imbued into a Wand, and also the types of Item Powers that can be added to it.

Note that With Enchant Item, it is not possible to add Spell Charges to a Wand.

Available Bonuses Edit

Bonus Type Options Extra Cost Description
Attack Strength Icon Ranged Magic.png +1 Icon Mana.png +50 Increases the Hero's maximum damage output with a Ranged Attack by the listed amount. Average damage output increases accordingly, subjected to the Hero's Icon ToHit.png To Hit score.
Icon Ranged Magic.png +2 Icon Mana.png +100
       
Mana Icon Mana.png +5 Icon Mana.png +200 Increases the amount of Icon Mana.png Mana available in each battle for casting combat spells and/or for making Icon Ranged Magic.png Magical Ranged Attacks. This bonus has no effect if the Hero lacks the Caster ability.
       
Spell Save Icon SpellSave.png -1 Icon Mana.png +100 Inflicts a Icon Resist.png Resistance penalty on any enemy unit targeted by the Hero's spells, whenever a spell forces its target to make any Resistance roll.
Icon SpellSave.png -2 Icon Mana.png +200
       

Available Item Powers Edit

Name Required
Spellbooks
Extra Cost Effects
Resist Elements Icon Nature.png2 Icon Mana.png +100 Permanent Resist Elements: Hero receives Icon Resist.png +3 Resistance against Icon Nature.pngNature and Icon Chaos.pngChaos effects, and Icon Defense.png +3 Defense against Icon Ranged Magic.png Magical Ranged Attacks.
       
Stoning Icon Nature.png2 Icon Mana.png +150 Adds Stoning Touch -1: When this Hero makes a Ranged Attack, each figure in the target unit must Resist at Icon Resist.png -1 or die instantly.
       
Resist Magic Icon Sorcery.png2 Icon Mana.png +200 Permanent Resist Magic: Hero receives Icon Resist.png +5 Resistance against all ill-effects.

Create Artifact Edit

The Create Artifact spell allows Wands to be imbued with much more powerful bonuses and/or Item Powers. Certain limitations still apply, based mainly on the type and number of Spellbooks you possess, and the amount of Icon Mana.png Mana you wish to spend on creating the item.

Available Bonuses Edit

Bonus Type Options Extra Cost Description
Attack Strength Icon Ranged Magic.png +1 Icon Mana.png +50 Increases the Hero's maximum damage output with a Ranged Attack by the listed amount. Average damage output increases accordingly, subjected to the Hero's Icon ToHit.png To Hit score.
Icon Ranged Magic.png +2 Icon Mana.png +100
       
To Hit Icon ToHit.png +10% Icon Mana.png +400 Increases the Hero's average damage output with a Ranged Attack by X percent of his/her total Icon Ranged Magic.png Ranged Magical Attack strength.
       
Mana Icon Mana.png +5 Icon Mana.png +200 Increases the amount of Icon Mana.png Mana available in each battle for casting combat spells and/or for making Icon Ranged Magic.png Magical Ranged Attacks. This bonus has no effect if the Hero lacks the Caster ability.
Icon Mana.png +10 Icon Mana.png +400
       
Spell Save Icon SpellSave.png -1 Icon Mana.png +100 Inflicts a Icon Resist.png Resistance penalty on any enemy unit targeted by the Hero's spells, whenever a spell forces its target to make any Resistance roll.
Icon SpellSave.png -2 Icon Mana.png +200
       

Available Item Powers Edit

Name Required
Spellbooks
Extra Cost Effects
Planar Travel Icon Life.png5 Icon Mana.png +500 Permanent Planar Travel: Hero may switch between Arcanus and Myrror freely, at no movement costs whatsoever, as long as he/she can legally enter the destination tile and would not trigger a battle by doing so.
       
Resist Elements Icon Nature.png2 Icon Mana.png +100 Permanent Resist Elements: Hero receives Icon Resist.png +3 Resistance and Icon Defense.png +3 Defense against various types of Icon Nature.pngNature and Icon Chaos.pngChaos attacks and ill effects.
       
Stoning Icon Nature.png2 Icon Mana.png +150 Adds Stoning Touch -1: When this Hero makes a Ranged Attack, each figure in the target unit must Resist at Icon Resist.png -1 or die instantly.
       
Elemental Armor Icon Nature.png4 Icon Mana.png +500 Permanent Elemental Armor: Hero receives Icon Resist.png +10 Resistance and Icon Defense.png +10 Defense against various types of Icon Nature.pngNature and Icon Chaos.pngChaos attacks and ill effects.
       
Resist Magic Icon Sorcery.png2 Icon Mana.png +200 Permanent Resist Magic: Hero receives Icon Resist.png +5 Resistance against all ill-effects.
       
Guardian Wind Icon Sorcery.png3 Icon Mana.png +400 Permanent Guardian Wind: Hero receives the Missile Immunity ability, which raises his/her Defense score to Icon Defense.png 50 whenever struck by a Icon Ranged Bow.png Ranged Missile Attack.
       
Magic Immunity Icon Sorcery.png5 Icon Mana.png +700 Permanent Magic Immunity: Hero cannot be harmed by most harmful spells and Special Attacks, and receives Icon Defense.png 50 Defense against all Icon Ranged Magic.png Magical Ranged Attacks.
       
Phantasmal Icon Sorcery.png6 Icon Mana.png +1,500 Adds Illusion Damage to the Hero's Icon Ranged Magic.png Ranged Attack: Target units without Illusions Immunity or Magic Immunity cannot make Icon Defense.png Defense rolls against this attack.
       
Flaming Icon Chaos.png2 Icon Mana.png +300 Hero receives Icon Ranged Magic.png +3 Ranged Attack strength.
       
Lightning Icon Chaos.png5 Icon Mana.png +800 Adds Armor Piercing Damage to the Hero's Icon Ranged Magic.png Magical Ranged Attack: The target's Icon Defense.png Defense score is reduced by 50% when blocking this attack.
       
Destruction Icon Chaos.png5 Icon Mana.png +1,000 Adds Disintegration Damage to the Hero's Icon Ranged Magic.png Ranged Attack: The lead figure in the target unit must Icon Resist.png Resist or be Disintegrated.
       
Death Icon Death.png3 Icon Mana.png +400 Adds Death Damage to the Hero's Icon Ranged Magic.png Ranged Attack: The lead figure in the target unit must Resist at Icon Resist.png -3 or be destroyed.
       
Power Drain Icon Death.png4 Icon Mana.png +500 Adds Power Drain Damage to the Hero's Icon Ranged Magic.png Ranged Attack: Target unit with Caster loses Icon Mana.png 2-20. Targets without Caster are unaffected.
       

Spell Charges Edit

When crafting a Wand using Create Artifact, it is possible to select the "Spell Charges" enchantment. When it is clicked, a list will appear containing all combat spells currently in your own wizard's repertoire (i.e. researched and available for casting); Select a spell to add it to item. A pop-up will then ask you to select the number of charges of this spell you wish to add.
Each Spell Charge added to an item increases its value by the following amount:
20 * Spell_Basic_Cost * Charges
Where Spell_Basic_Cost is the basic Combat Casting Cost of the selected spell, and Charges is the number of spell charges you've selected to imbue into the item. Adding Spell Charges to any item is thus extremely expensive, but can be a valuable tactical asset.
Once added, the "Spell Charges" enchantment disappears from the available enchantments list, and replaced with a line rendered in this format: "<spell name> x<number of charges>". Clicking this line removes the charges from the item, and returns the "Spell Charges" enchantment to the list. Thus, it is only possible to add one set of charges to any Wand.
Note: The "Spell Charges" enchantment counts towards the maximum number of Item Powers added to the weapon (4). It always "consumes" only one pick (like any other Item Power), regardless of how many charges were added.

Acquiring a Pre-Defined Wand Edit

The game data files contain 250 items that were designed by Simtex - each with its own pre-set name, bonuses and/or Item Powers. 23 of these items are Wands.

There are three different ways by which you can acquire one of these pre-defined Wands:

It is often better to acquire items in this way, as it means you do not need to spend any time or Icon Mana.png Mana to create them. However, since the offered item is chosen at random, and since all 250 items have pre-defined bonuses and enchantments, you may or may not receive an item that's really suitable to your needs.

Furthermore, many of the pre-defined items possess Item Powers that cannot legally be added to them via Item Crafting.

Wands as Treasure Edit

Whenever an Encounter zone of sufficient difficulty level is cleared of its initial defenders, the winning army may receive a Wand (or any other Magical Item) as a reward.

The game may select (at random) any item whose total value does not exceed the remaining treasure points given by the Encounter. Thus, the more difficult the Encounter, the more potential there is to receive a high-value item.

If the selected item's value is significantly lower than the remaining treasure points, the game will try to select additional rewards (possibly more items).

Wands from Item Merchants Edit

Item Merchants have a certain chance to appear at the start of any overland turn. This chance is primarily influenced by the wizard's current Icon Fame.png Fame score. When the roll dictates that a Merchant should appear, the game selects an item at random from the entire list of all 250 pre-set items.

Item Merchants will only offer the selected item if the wizard has 3 times as much Icon Gold.png Gold as the value of the item itself. Charismatic wizards need only 1.5 times as much Icon Gold.png Gold as the item's value, since they pay half-price for any item. If you lack sufficient Gold at the start of the turn, the Item Merchant will simply not appear this turn.

Wands as Gifts Edit

Finally, an Event called "The Gift" may occur at random at the start of any overland turn, bestowing a Wand (or any other Magical Item) to your wizard, for no cost whatsoever. This event can choose any of the 250 pre-defined items, including any of the 23 available Wands.

List of Pre-Defined Wands Edit

Below is a list of each Wand present in the default game-data files.

Note: The ItemMake program which is supplied with the game allows users to alter the list of pre-set items at will: you can change any of these items (within the same constraints as those of a Create Artifact spell), add new ones, or remove existing ones from the list. Therefore the list below may or may not match your game-files.

Image Name Total Value Bonuses and Item Powers
Item Wand 4 The Branch of Magic Icon Mana.png 250 Icon Ranged Magic.png +1 Ranged Attack.
       
Item Wand 3 Wand of Immunity Icon Mana.png 400 Water Walking *
Icon SpellSave.png -1 Spell Save.
       
Item Wand 3 The Conjurer's Friend Icon Mana.png 450 Icon Ranged Magic.png +1 Ranged Attack,
Icon Mana.png +5 Mana.
       
Item Wand 1 Wand of Arcanus Icon Mana.png 750 Water Walking *
Icon Ranged Magic.png +1 Ranged Attack,
Icon ToHit.png +10% To Hit.
       
Item Wand 9 Wand of Lesser Might Icon Mana.png 850 Icon Ranged Magic.png +1 Ranged Attack,
Icon ToHit.png +20% To Hit,
Icon Mana.png +5 Mana.
       
Item Wand 5 Wand of the Mind Icon Mana.png 850 Spell Charges: Psionic Blast x2,
Icon Ranged Magic.png +1 Ranged Attack,
Icon Mana.png +5 Mana.
       
Item Wand 4 Wand of Enhancement Icon Mana.png 900 Water Walking *
Icon Ranged Magic.png +1 Ranged Attack,
Icon ToHit.png +10% To Hit,
Icon SpellSave.png -1 Spell Save.
       
Item Wand 3 Wand of Infinite Magic Icon Mana.png 900 Icon Ranged Magic.png +2 Ranged Attack,
Icon Mana.png +10 Mana,
Icon SpellSave.png -2 Spell Save.
       
Item Wand 2 Wand of Elros Icon Mana.png 1,000 Water Walking *
Icon Ranged Magic.png +2 Ranged Attack,
Icon Mana.png +10 Mana,
Icon SpellSave.png -2 Spell Save.
       
Item Wand 1 Wand of Fiery Death Icon Mana.png 1,050 Flaming,
Water Walking *
Icon Ranged Magic.png +1 Ranged Attack,
Icon ToHit.png +10% To Hit.
       
Item Wand 7 Kraken Wand Icon Mana.png 1,100 Death,
Icon Ranged Magic.png +2 Ranged Attack,
Icon Mana.png +10 Mana.
       
Item Wand 1 The Great Wand Icon Mana.png 1,150 Merging *
Icon Ranged Magic.png +1 Ranged Attack,
Icon ToHit.png +10% To Hit,
Icon Mana.png +5 Mana.
       
Item Wand 6 Wand of the Mage Icon Mana.png 1,200 Icon Ranged Magic.png +2 Ranged Attack,
Icon ToHit.png +10% To Hit,
Icon Mana.png +10 Mana,
Icon SpellSave.png -1 Spell Save.
       
Item Wand 1 The Mighty Wand of Zod Icon Mana.png 1,250 Icon Ranged Magic.png +1 Ranged Attack,
Icon ToHit.png +10% To Hit,
Icon Mana.png +10 Mana,
Icon SpellSave.png -2 Spell Save.
       
Item Wand 1 White Lightning Icon Mana.png 1,450 Lightning,
Icon Ranged Magic.png +1 Ranged Attack,
Icon Mana.png +5 Mana,
Icon SpellSave.png -2 Spell Save.
       
Item Wand 1 The Wand of Glenda Icon Mana.png 1,450 Guardian Wind,
Icon Ranged Magic.png +1 Ranged Attack,
Icon ToHit.png +10% To Hit,
Icon Mana.png +10 Mana.
       
Item Wand 1 Wand of Balmoth Icon Mana.png 1,600 Magic Immunity,
Icon Ranged Magic.png +1 Ranged Attack,
Icon ToHit.png +10% To Hit,
Icon Mana.png +5 Mana.
       
Item Wand 1 Wand of the Guardian Icon Mana.png 1,800 Destruction,
Stoning,
Guardian Wind,
Icon Ranged Magic.png +1 Ranged Attack.
       
Item Wand 1 Staff of the Constellation Icon Mana.png 2,300 Destruction,
Power Drain,
Icon Mana.png +10 Mana,
Icon SpellSave.png -2 Spell Save.
       
Item Wand 1 Wand of the Grey Wizard Icon Mana.png 2,300 Power Drain,
Magic Immunity,
Planar Travel,
Spell Charges: Dispel Magic True x2.
       
Item Wand 1 Wand of Ultimate Might Icon Mana.png 2,700 Spell Charges: Disintegrate x2,
Icon Ranged Magic.png +2 Ranged Attack,
Icon Mana.png +10 Mana.
       
Item Wand 9 Wand of the Beast Icon Mana.png 3,050 Spell Charges: Phantom Beast x4,
Icon Ranged Magic.png +1 Ranged Attack.
       
Item Wand 1 Wand of Doom Icon Mana.png 3,800 Destruction,
Death,
Phantasmal,
Magic Immunity.
       

* This Item Power cannot be added to a Wand when Crafting Items. For explanations on what it does, see the Item Crafting article.

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