Four numbers decide if a spell belongs in a wand. The spell database shows all four for every spell.
Mana drain
Mana drain is per cast. The wand refills over time, but slowly. A chain that costs more than the wand holds fires once, then waits for mana.
Cast delay
Cast delay is the pause after the spell. Low cast delay is what makes a wand feel fast. High cast delay is what makes a strong wand feel stuck.
Recharge time
Recharge is the hard lockout. If recharge is the longest number in the wand, the wand fires in one burst, then stops. Build the wand so cast delay, not recharge, sets the pace.
Projectile modifiers
A modifier changes the next spell. It adds its own mana and delay. Stack modifiers only when the wand has the mana to pay, or the first cast empties it.
Filter the spell database by tag to see every modifier that shares a behaviour. That is the fastest way to plan a wand without guessing.
Order decides the wand
Spell position in the wand matters as much as the spell. Put modifiers before the projectile they change, and use triggers or timers to fire spells automatically. A wand with “add mana” sustains itself, while one that exhausts mana in one cast leaves you empty mid-fight.