In Wand & Order: Tidy up the magic shop! (also known as Wand and Order), putting thousands of scattered items back on their shelves can quickly become overwhelming. After an accidental tornado spell trashes the workshop, you have to restore order across three massive zones.

The Magnetic Vacuum—labeled simply as Magnet in your apprentice spellbook—is the most important cleaning spell for cutting down manual backtracking. Instead of hunting down individual tarot boxes, wands, or potion bottles, this ability pulls matching copies of your current item straight into your hands.

How the Magnetic Vacuum Ability Works

The Magnetic Vacuum operates based on whichever item sits on top of your carried stack. When you hold an object and trigger the spell (assigned to key 3 by default on keyboard), the magic scans the room and yanks nearby duplicates directly toward your character.

Official game data describes the Magnetic Vacuum as a spell that attracts and picks up any nearby items matching the one you currently hold. In practice, it eliminates the need to cross an entire workshop just to grab four stray items hiding beneath a staircase or behind a counter.

Because the spell targets items matching your topmost carried piece, you must hold the target object before casting. If you hold a blank hand or switch items mid-cast, the spell will fail to pull the intended set.

Upgrade Levels, Capacity, and Cooldown Reduction

When you first unlock Magnet in the apprentice abilities menu using points earned from completing rows and shelves, its stats are modest. Level 1 starts with a low pull capacity of only one item.

As you restore rows and complete furniture displays, you gain ability points to invest back into the spell tree. Upgrading Magnet provides two major improvements:

Upgrade MetricBase LevelMid UpgradesMax Level
Pull Capacity1–2 items4–6 items11+ items (Full sets)
Spell Cooldown—60–40 seconds20 seconds

At higher ranks, the cooldown drops to 20 seconds. This rapid recharge rate turns the spell into a continuous gathering tool, allowing you to vacuum entire batches of items before your previous sorting animation finishes.

The Hand Capacity Bottleneck

A common point of confusion among players is why a maxed-out Magnetic Vacuum will not pull 11 items at the start of the game. Upgrading Magnet increases how many items the spell can summon, but it does not expand your character's physical carry capacity.

At the beginning of Zone 1 (The Archives), your character can only hold a maximum of 6 items in their hands. Even if Magnet can pull 11 items, the game caps your intake at your hand limit. To take full advantage of high-level Magnet pulls, you must find the secret chests that grant physical carry capacity upgrades:

  • Zone 1 Limit: Base limit of 6 items.
  • Zone 2 Carry Upgrade: Unlocked by finding the second chest in the Wand Workshop, raising your carry limit to 10.
  • Zone 3 Carry Upgrade: Unlocked from a chest in the Alchemy Lab, boosting your total carry capacity to 15 items.

Once your carry capacity matches or exceeds your Magnet pull capacity, you can pull entire nine-wand sets or large potion batches in a single cast.

Best Ability Combos and Speedrun Synergy

Community speedrunners aiming for the "Beat the Clock" achievement (completing the game solo in under 3 hours) consider Magnet the centerpiece of their strategy. To maximize efficiency, combine the Magnetic Vacuum with these companion spells:

  • Magnet + Sort: In Zone 1 and Zone 2, where items follow numbered card orders (1 through 6) or wand tiers (1 through 9), pull a full set with Magnet, wait for them to reach your hands, and immediately tap Sort. This instantly arranges your held stack in ascending order for seamless shelving.
  • Magnet + Maxed Guide (Auto-Place): At maximum rank, the Guide spell lets you press the hotkey a second time to float all held items directly into their correct display spots. Pulling a full set with Magnet and immediately triggering Auto-Place bypasses manual placement entirely.
  • Managing Downtime: While waiting for Magnet's cooldown in earlier levels, avoid standing idle. Experienced players use cooldown intervals to sweep dust piles, water plants, scrub paintings, or pre-stack scattered boxes (using the R key) right outside their matching cabinets.

Because abilities carry over from Zone 1 to Zone 2 and Zone 3 without resetting, investing early points heavily into Magnet pays off through the rest of the run.

Frequently Asked Questions

Why didn't Magnetic Vacuum pull all the items I needed?

Magnet will stop pulling if your physical carry capacity is full, if duplicate items are outside the spell's active radius, or if another player in co-op is currently holding the matching items in their hand.

Does Magnetic Vacuum work on different item types at once?

No. The ability only targets items identical to the topmost item you are holding. If you are holding a specific tarot card, it will only pull duplicates of that exact card, not other cards from the same deck suit.

Can I upgrade my carry capacity from the spell menu?

No. Carry capacity is not upgraded with ability points in the apprentice menu. It is an exploration reward granted exclusively by unlocking hidden chests in Zone 2 and Zone 3.