TEXT:  
  Arcane Traditions 
  The study of wizardry is ancient, stretching back to the 
  earliest mortal discoveries of magic. It is firmly established 
  in the worlds of D&D, with various traditions dedicated to 
  its complex study. The most common arcane traditions in 
  the multiverse revolve around the schools of magic. 
  Wizards through the ages have cataloged thousands of 
  spells, grouping them into categories called schools. In 
  some places, these traditions are literally schools; a wizard 
  might study at the School of Illusion while another studies 
  across town at the School of Enchantment. In other 
  institutions, the schools are more like academic 
  departments, with rival faculties competing for students and 
  funding. Even wizards who train apprentices in the solitude 
  of their own towers use the division of magic into schools 
  as a learning device, since the spells of each school require 
  mastery of different techniques. 
  School of Wands 
  As a practitioner of the School of Wands, you don't entrust 
  your magic to your own, delicate hand movements and 
  material components. Wand wizards instead place their 
  faith in magic wands of all varieties, carefully selecting 
  which to fill with spells and casting them, one in each hand, 
  with reckless abandon. 
  Wand Apprentice 
  When you select this school at 2nd level, you learn how to 
  craft temporary wands to channel your arcane power. You 
  can fashion a number of empty wands equal to your 
  Intelligence modifier. 
       When you prepare spells following a long rest, you can 
  expend a spell slot to imbue an empty wand with magic. 
  The wand becomes capable of casting a single 1st level 
  spell from your spellbook for 1 charge. This wand has a 
  maximum number of charges equal to twice the level of the 
  spell slot expended. For example, a 5th level wand wizard 
  can expend a 3rd level spell slot to craft a burning hands 
  wand with 6 charges. When you take a long rest, your 
  wands revert to empty wands and lose all unused charges. 
       Because your wands are powered by your magic, only 
  you can use them. Additionally, a wand can't hold a spell 
  that requires material components which have a cost. A 
  created wand counts against the number of spells you can 
  prepare. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
       At 6th level, you can make wands capable of casting 
  2nd level spells, which cost 2 charges, if you create it by 
  expending a spell slot of 2nd level or higher. At 10th level, 
  you can make wands capable of casting 3rd level spells, 
  which cost 3 charges, if you create it by expending a spell 
  slot of 3rd level or higher. 
  Wand Recharge 
  Starting at 6th level, as a bonus action, you can expend a 
  spell slot and convert it into charges for a wand that you are 
  holding. The wand regains charges equal to the level of the 
  spell expended, up to its charge maximum. 
  Dual Wand Wielder 
  By 10th level, you have learned how to wield a wand in 
  each hand, casting one as an action, and the other as a 
  bonus action, consuming 2 charges instead of 1. You can 
  only use 1st level wands in this fashion. 
  Wand Master 
  Beginning at 14th level, every wand you make gains an 
  additional charge, and spells cast from them are cast as if 
  using a spell slot 1 higher than normal. 
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Mage Hand Press/School of Wands.pdf