The Elder Wand

The Elder Wand is an item.

Standard Use

 * If not empowered or charged: You can consume a Magic Crystal to put this item into the empowered state. This resets the turn counter for the passive effect to 2 turns until the next empowerment and Spell Shield generation.
 * If empowered: This item will have 3 random non-common, non-Scare, and non-Curse Of Cold Spells to choose from; the Wand is charged with a chosen Spell.
 * If charged: Cast the charged spell. Then, this item reverts to being not empowered or charged.

Passive Effect

 * You are granted Flow Of Magic and Magical Mind.
 * Every 2 turns (beginning on the 2nd turn after gaining this item), this item changes to its empowered state (losing any spells from a previous empowered state or losing the spell from a previous charged state). Also, it gives you 2 turns of Spell Shield.
 * During each Effects Phase, this item removes the Ethereal enchantment from itself if it has it.

Related Effects

 * Wild Mode: The Battle For The Elder Wand

Event Use

 * Charge at The Magic Shop with a chosen Spell.
 * Use against a Small Golem, Big(ger/gest) Golem, Demon Eye, or Cursed Gate challenge in the Archaeology Dig. Fails unless charged with a right spell.
 * Use against a bad guy in The Wild West. Fails unless charged with a right spell.

Effects

 * Wild Mode: The Battle For The Elder Wand

Strategy
TBD

Trivia
TBD