Learn how to build your school in Mind Over Magic!
The power they offer makes up for these costs.
The stronger wands raise your level cap, allowing you to access new spells and perform tasks faster.
Some rituals have stat requirements that make them functionally impossible without first upgrading your wands.
How Wands Work
Youll start the game with only access to the level one wands.
These have no requirements or restrictions but are rather limited in the growth theyre able to offer.
you might expect most students to not grow beyond level three in their primary skill.
The level one wands are never useless.
Earth mages are thestrongest tanks in the game, especially once they gain their ultimate spell.
Construction speedis always useful, as your school should always be expanding.
Nature
Nature mages want to be exposed to sunlight frequently.
Nature magic gives a strong mix of percentage damage, healing and forced movement.
You’ll always need more farmers and this alsoensures they meet their sunlight needs.
Dark
Dark mages desire moonlight exposure (this can befulfilled while they’re sleeping).
Dark mages hit like a truck butspend HP to cast, forcing them to take downtime without combat healing.
These three schools of magicalso have the strongest applications in the early game.
This helps your school get established fast and gather the materials needed for the more fussy wand types.
Air
Air mages get upset if they aren’t able to move vertically, by climbing stairs or ladders.
Strong damage and powerful buffsbut runs out of mana quickly.
Air is used to assemble furniture, which only becomes relevant when you better furnish more elaborate chambers.
Lightning
Lightning mages become introverted and are unhappy to share rooms and workspaces with others.
Lightning is one of the few reliable ways ofhitting enemies in the back row.
Lightning is needed for research.You’ll want one very good lightning magerather than several mediocre ones.
Water
Water wands create extroverts who need to be in groups to stay happy.
Communal dorms and eating spaces will satisfy them.
Water does a bit of everything butdoesn’t specialise as hard as other schools.
You’ll need water mages to cleanunless a dark mage is able to quilt cleaning constructs.
Water magic is also needed for potion crafting, which becomes relevant in the mid to late game.
Fire offers pure damage withno tools for defence or healing.
Fire is needed for cooking, butgiving your cook a fire wand will turn them stir-crazy.
Fire wandsare especially hazardous to give to students who aren’t able to do hunting work.
This means your weak, fragile students are only able to maintain their sanity if thrown into combat.
They’ll gain a modest boost to fire magic but can use the conviction bonuses of another wand.