Wands are magical implements wielded by mages as a means to assist in spellcasting. Wands often contain various materials within their "cores" which influence their behavior as well as the power which they have vested within them. Wands are created through the use of the Carpentry and Spellcasting skills.
Wands do not expend Stamina when being used on their own, however they must be used in conjunction with casting a spell (which normally does cost Stamina). Thus, a wand's "stamina cost" is linked to the spell that is being used with the wand.
Before a spell is cast, the spellcaster must attune the wand to their spell (this costs an amount of MP listed on the wand's page), and after doing so the next spell they cast will be affected by the wand's effects. This can be done multiple times in a turn, however this attuning ends at the end of the wielder's next turn or until they cast a spell, whichever comes first.
All wands have a Maximum MP equal to their Attuning Cost times 4. Once their current MP reaches 0, the wand must be recharged.
Wands listed here are examples of what can be created when crafting a wand, or what can be bought from magical stores. Players and GMs can introduce new wands into their game if they wish, and should use these as examples for how to add new wands into their game.
Destructive wands are often fashioned using a dark black or ashen gray shaded wood, engravings going from its base all the way up to the top and ending at the wand's tip. After attuning a destructive wand it begins to glow a shade of red and crackles with red lightning. Spells being cast with a Destructive Wand attuned deal an additional 2d6 points of untyped damage.
Attuning Cost: 5 MP, Maximum MP: 20, Cost: 2 Gold
Simply crafted wands usually made using oak, pressurized wands feel much heavier than they actually are. After attuning a pressurized wand, the 'weight' to it begins to fade and a hissing noise can be heard emanating from the minuscule cracks in the wood venting pressure from them. Spells being cast with a Pressurized Wand attuned deal either bludgeoning damage or wind damage (your choice), and foes hit by this spell have a Spellcraft check made against their Bodily Defense. On a successful hit, the opponent is knocked prone and flies 1d6 squares in a direction away from the caster.
Attuning Cost: 8 MP, Maximum MP: 32, Cost: 8 Gold
Long and slim, these wands are often made with birch and radiate a greenish blue hue, green electricity courses over the wand and over the wielder harmlessly. Spells being cast with a Disruptive Wand attuned shoot out a green electric bolt in addition to its normal effect. If the spell would hit the target, they take a -20 to all Spellcraft checks for a number of rounds equal to the wielder's Secondary Attribute.
Attuning Cost: 5 MP, Maximum MP: 20, Cost: 5 Gold
Bulky wands crafted from jagged wood which is difficult to hold properly. It is stained with dried blood, giving it a dry and flaky texture when holding it. Spells being cast with a Rupturing Wand attuned cause fresh blood leak from the tip of the wand and fall to the floor. Spells can only benefit from the Rupturing Wand if they deal Psychokinetic Damage. If the spell would hit the target, the target also takes 1d4 points of bleed damage for a number of rounds equal to the wielder's Secondary Attribute.
Attuning Cost: 4 MP, Maximum MP: 16, Cost: 1.5 Gold
This wand is made of finely carved wood, smooth to the touch. Spells being cast with a Helpful Wand cause multicolored sparks to fly from the wand's tip. Spells can only benefit from the Helpful Wand if they grant a bonus to an ally or yourself. This bonus is multiplied by 1.5 and its duration is also multiplied by 1.5.
Attuning Cost: 6 MP, Maximum MP: 24, Cost: 3 Gold