I think you missed the point I don't want to create a wand, what i really want is to make a block (ore) that has a charging effect and it can electrify you when you try to mine it and I just want the shocking effect from thaumcraft
Okay, well I'd give the same advice. Start with the basics.
Okay, I'll assume you want something like the charging effect from the "node" in Thaumcraft. A node has a certain amount of charge and certain type of "focus" (type of charge). Also, the model / texture are animated. If you want that sort of thing (i.e. the charge can drain and there are different types of charge) then you will need to make it a TileEntity.
So go ahead and create the custom block and tile entity, along with the fields you want (charge level, focus type and animation step), make sure those are saved and loaded via NBT, and make sure the tile entity is enabled to tick. You'll also need a field to identity the current target of the charge (i.e. which player it is charging in your case)
Then in the update() method of the tile entity you can check for whether a player is close enough, set it as the charge target and start transfering charge.
If you want the player itself to accumulate charge (instead of a staff or item that the player is carrying), then you would need to use IExtendedEntityProperties on the player to save the charge level.
If you want it to look like a block (rather than floating pulsating energy like in Thaumcraft) then you'd just use the regular block state and block model system. If you want to animate it, just create a block state for the animation and a bunch of madels / textures and cycle through them.
If you want to draw things that are more interesting, like the lightning that shoots out or the sphere that protects nodes, then you'll have to use GL code in the rendering events. I have an example of how to render a sphere here (look down the page to the "render a sphere" section: http://jabelarminecraft.blogspot.com/p/minecraft-forge-172-quick-tips-gl11-and.html
For a lightning effect, lightning is just a set of small connected lines that are a bit random. So do web search on how to draw a line (or laser, a lot of people ask about lasers and it is similar idea). Then when you want to shoot lightning, you would create a list of coordinates that are a bit random along the line between the player and the ore, and draw lines connecting those up. You can alternatively create textures of lightning and apply those to a long skinny plane between the block and player.
So that mean that I connot extend a block class to create that type of ore? Do I really need to make a TileEntity and give it a block model? Btw thanks for your support!