[Mod Request] Different Wands having different in game behaviour: It would be cool if wands were different gameplay wise (maybe keeping the DPS stable for difficulty's sake). Here what i thought (but obiously it's much open for debate, it probably has huge flaws i didn't foresee): -Dragon core=higher damage, slower; unicorn core=standard; phoenix core=lower damage, faster. -Longer wand=higher damage; Softer wood=higher speed. -It would also be cool if, instead of just choosing speed vs damage there would be an error chance (like said in the description of the dragon core) so that you can have a powerful wand, have it cast faster but a failure chance to balance it or a critical chance if you choose a weak and slow wand. Maybe for non-base spells the stats affected would be duration and cooldown, while failure chance also triggers cooldown, and criticals affect the duration only. Exemples with placeholder base stats: -balanced wand (as vanilla)= 1 attack/sec, 10base damage, regular spells, neither failures nor criticals. -max power=0,5/s, 20 dmg, double cooldowns, double durations, no fails, no crits. -max speed= 2/s, 5dmg, half cooldowns, half durations, no fails, no crits. -max speed+max power= 2/s, 20dmg, double durations, half cooldowns, 75% fails, no crits (this exteme is rather unplayable, but many middle grounds would exist). -Min speed/Min damage=0,5/s, 5dmg, half durations, double cooldowns, no fails, 80% crit chance for +500% dmg/duration (+500% is fixed, only chance changes)