Orbs cannot move over seemingly low obstacles, so are apparently attatched, by some force, to the ground.
They can be moved both up and down hill, but not through, and yet do not roll down a hill, nor follos** the ground level, when encountering water.
They move at the same speed, regardless of the number of wands influencing them, and only obey one, even when they are employed in opposing directions.
They can move through both persons, and other orbs, yet are blocked by both low obstacles, and thin ones, like torches; they are even blocked by other organic substances, such as trees, but not pets, familiars, NPCs, avatars, placed objects, or wildlife.
They work on a destination-tile instructional basis, not a straight directional one (so the may move more on a single instruction than they would on a straight, if comming to an object they cab navigate around.
They follow the same pathfinding rules (WES*-based, when free-moving), as other, non-set, route-plotting objects and entities in RuneScape.
Wands' line of sight, is based on the same system as spellcasting (point-to-point-axial symmettry, on post RT5 engines, radial symmettry on pre RT5), split E/W.
Their manipulation is subject to prototiks, under set circumstances, and also will not respond to new instructions, even after past ones finish, if the second is not initiated until after the first has played out (subject to PID).
Some of these things can be written of as engine, or gameplay mechanics, but it'd be interesting to see how many can be incorperated into a lore-explanation.
There are more, but time cojstraints make it hard to check them off cohesively, so I'll leave till more time is available.
07-May-2015 00:44:23