7.22.1 WAND OF WONDER

WAND OF WONDER
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The first crystal will form into a Wand of Wonder which does a basic attack. These attacks will be stronger against denizens than other adventurers. Each additional crystal will add either an option for a different damage type or a special power. You can build the wand up to 20 crystals. You can point the wand to use as a weapon (the more crystals, the more damage), or you can activate the wand to use a power (some powers limited in how often they can be used and some unlimited). WONDERWAND will show you all syntax. Note that crystals can also be traded with other players.

Finally, you can change the name of your wand once per game day by transforming the wand if you have enough crystals on your wand.
-5 crystals allows a small twist (ex: the Buzzing Wand of Aspiration)
-10 crystals allow a medium twist (ex: the Skeletal Wand of the True Mind)
-15 crystals allow a large twist (ex: the Malevolent Wand of Aetheric Wells)
-20 crystals allow an epic twist (ex: Juliana's Crystalline Wand of Transcendental Life)

List of Powers:
1 Cutting Damage
2 Blunt Damage
3 Balance - choose whether the wonderwand's attacks use equilibrium or balance (unlimited power).
4 Magical Damage
5 Changeself (unlimited power)
6 Fire Damage
7 Weather Shield (unlimited power)
8 Cold Damage
9 Geyser (unlimited power)
10 Asphyxiation Damage
11 Starleaper (1/game day)
12 Poison Damage
13 Astral Fling (1/game month)
14 Electricity Damage
15 Wondercure (1/game month)
16 Psychic Damage
17 Resurrection (1/game month)
18 Excorable Damage
19 Divinus Damage
20 Portals (unlimited power, restricted by plane)