A wand is a thin baton that casts a single power, including any Power Modifiers, each time it's activated. To activate a wand, a character must point it in the direction of the target or area, and make a Smarts or arcane skill roll (her choice) as an action. A failure uses a single charge. A Critical Failure also causes Fatigue to the wielder.
Wands are small and may be used in melee, while grappling, or other tight circumstances.
Charges: A wand has 25 charges when created, and cannot recharge. Each use consumes a charge.
Craft: The cost of a wand is equal to the cost per charge (using the same formula as for Scrolls) multiplied by the number of charges. A fully charged wand of dispel, for example, costs (1 × 1 × 25 × 25) 625 gp. A wand's market price is double its cost to craft.