Many of you may not know that this was a new weapon type class that IL did not fully implement in game. Munderbunny came across it, and made Wands from the template. I modified the Skill_Base.tpl so the game would check for it under Qualifying Weapons, as well as rippling down through all the animation tables. I recently modified the ItemCost.tpl to add rangeonehand to keep the weapons requirement stats desirable. These both work in game. Much like Staves, the "ItemCost_Unique_Mage.dbr" etc fields are left blank for Wands with an Int requirement directly entered in the Item Requirements in the Weapon Template. This keeps Str/Dex etc off wands. I don't know why IL did this, as all other weapons (excluding Staff) have calculation fields in the desired stat requirement, but hey, it does keep it an Int only requirement on the item, which is what we want for wands.
I will now explain how to modify these two templates on your own, as well as host the already modified .tpl's for those of you who do not want to open up your templates.
1) First off you will need Notepad++, it is free, and an excellent tool for much more than just changing these two templates.
2)Template files are set as Read only, so you will need to change both of these .tpl's by right clicking them and unchecking Read Only in the Properties tab.
Here is a Picture I made to follow along so you can see how the rest of this is done.
4) To find out where the template is that we want to change open up any skill and go down to the Qualifying Weapons section. Right click on any entry, like "Sword" and select "Show Template." This will give you the popup like the one in the picture above showing where the template is.
5) Open the Template, in this case Skill_Base.tpl and find where the weapon checks are. In this case below dualWieldOnly looks like a good place to put our entry. Copy the dualWieldOnly entry and paste it below the original, and change it to "Rangedonehand." Save it and boom you are done. Now when you reload your Art Manager you will have Rangedonehand in all your skill templates as well as animation tables.
6) Follow the above instructions to change your ItemCost.tpl to include Rangedonehand. If you are going to make a new One handed ranged weapon, like a One Handed Cross Bow (nobody has made one yet modders!) or even a gun, you can fill the fields in your Item Cost .dbr's with the same calculations as say the Bow Calculations.
Note: Rangedonehand was obviously left out of the original game, but is included in the game engine. So making 2 Handed weapons, like a 2H Mace or Axe is out of the picture for now.
Modifying other Templates on the other hand can be done, I do plan on trying to make the Speaking Quest NPC's have the ability to have skills that they can use (they only have dialogs atm) to make Quest Building a bit more diverse and interesting.
If you find some thing while messing around with Templates let me know!