Wands

Cato says...
"Wands are a type of Magic weapon. They do not offer any bonus to Physical damage whatsoever, so you should never do a silly thing like smack a Flame Elemental with one. They also lack any boost to Magic damage - curiously, they boost only your Accuracy, making them interesting tools. You must rely on your own, innate power when dueling foes with a Wand."

Attack Range
"Wands have an attack range of 7 tiles, like Mics. Unlike Mics, they attack in a straight line, in one of 8 directions. They are quite versatile."

Skills

 * Power Strike - 15 ENE. Hit for +25% damage, -25% accuracy.
 * Pinpoint - 15 ENE. Hit for -25% damage, +25% accuracy.
 * Triple Blow - 15 ENE. Strike three times at 50% damage.
 * Alter Ray - 15 ENE. Dealing Normal damage, exchange half your Armor Piercing to pierce 50% of your target's Resistance as well.
 * Bloodpump - 18 ENE. Targeting one ally, accelerate a specific Negative status by 1 turn. Range: 10 tiles.
 * Healing Ray - 15 ENE. Lightly heal a target. Range: 10 tiles.
 * Energy Ray - 36 ENE. Restores some ENE to one target. Range: 10 tiles.

Behind the Scenes: Wands
Ahh, the basic weapon of sorcery - the humble wand. In most settings with magic, they're present in some form or another. I chose to take an approach that makes wands unnecessary, yet still alluring. A Wand will boost your accuracy, giving you a better chance to hit your target, as well as piercing armor. Surely this makes up for their lack of damage bonus, yes?

Metadata: Wands
The exact stats are currently as follows:
 * Physical Might: 0.0x
 * Magical Might: 0.0x
 * Weapon Accuracy: 3x
 * Weapon Weight: 0.1x
 * Buy Modifier: 2x
 * Sell Modifier: 2x