SPELLS: Coming Soon!
INFUSIONS: Coming Soon!
FEATS:
Consecrate/Purify Spell Trigger: This is not a good pair of feats; you can get the exact same thing, only better, with Metamagic Spell Trigger.
Cull Wand Essence: Turns a charge into nice, smooth, rapidly scaling damage. 10d6 from a wand with a 4th level spell is rather nice, if you need the damage more than utility. By the way, the damage scales in the manner of n((n+1)/2)d6, where n is the spell level. Keep this in mind; there will be a quiz.
Double Wand Wielder: Needs Two Weapon Fighting (trivial), and Craft Wand (as if you wouldn't have this
). Basically, you can fire off two wands as a full-round action, with the one in your off hand using up two charges instead of 1. This is nice with the action economy, as this basically becomes "fire off two <insert action here> buffs in a round", which pops up to 3 if you add in Prophecy's Artifex. Not the best we can do with wands, but more efficient than the next best option...
An equivalent, called Dual Dorjes, exists for Dorjes. It is exactly the same, except it requires Craft Dorje instead of Craft Wand.
Inspired Master A feat from Dragon 339, it adds +1 to the CL of any item you use. It has NO prereqs. This is very shmexy, very shmexy indeed.
Metamagic Spell Trigger: In exchange for extra charges, add metamagic to a wand. There is no daily limit on uses. Score! Requires at least 12th level and a metamagic feat, though. The infusion is still superior, but this is more accessible by, let's say, our friend the Warlock. There are some really funny tricks you can get up to with this...
Prophecy's Artifex: This feat is awesome; basically, while you are under the effects of Prophetic Favor, you can use Spell-Trigger items as Swift actions. Not bad; basically quicken for wands, and the prereqs don't suck, either.
Reckless Wand Wielder: This feat requires Craft Wand and some ranks in UMD, and it lets you increase the CL of the wand by 2 for the low, low cost of an extra charge! Very useful, when you have to squeeze out some extra juice; hell, it straight out doubles the effectiveness of a Wand of Magic Missile, for example.
Wand Mastery: This feat is AWEsome with a capital AWE; +2 to the DC and +2 CL? Sign me up! Unfortunately, it requires CL 9, so unless you cast spells yourself/are a Warlock/Artificer, this doesn't exist for you. Makes me respect Warlocks a
lot as wand users, since they can easily get a +4 to CL and +2 to the DC; Artificers are still better, but to each their own. Schmexy.
The Dorje equivalent is cool but not as powerful; it is basically you getting either +4 pp into the dorje's power, or a +2 to DC. It doesn't even increase the manifester level. Still, useful for stuff like Astral Constructs.
Wandstrike: Can be taken at level one, when you grab your first 4 ranks of UMD. Basically, make a touch attack that deals 1d6 damage. You can trigger the wand while doing so; sadly, this explicitly doesn't stack with Sneak Attack or Sudden Strike, and doesn't scale, so unless your DM allows retraining, I wouldn't take it. Except maybe as a Warlock, since Hideous Blow would still add damage, iirc...