Interesting ideas here!
Creating your own weapons through magic/glyphs sounds really interesting!
But now, it's the execution we must discuss. Creating a weapon from scratch is cool, but not if it's going to cost all our AP. So a class may not be the way to go.
A "cross-skill" feat? This is kind of like a mix of Crafting and Conjuration. If you raise both skills, it allows you to create your own equipment from nothing. (why limit ourselves to weapons?
). Adding points to other skills could also bring benefits, such as changing the base damages types and adding brands if you have high Elemental skill, etc...
Definitly something to discuss though. Thanks for bringing it up!
Alright I've been doing some thinking, and have suggested two routes, items (possibly in conjunction with a skill, though how many and which ones would indeed be left up to Variaz) and a class, drawing from abilities. I've suggested multiple weapon types in the assorted forms to be acquired, and feel that would be balancing to the item method, whereas making them all one type would be most balancing to a class. I've said little about possible forms, and I will now try to show some of what I am trying to envision.
Please forgive me if I have no name yet or a really bad name.
If I refer to 'enhancements' treat it as either more AP if done as a class, though since it would probably be a late-game class, costs might need to be lower then for things like fighter or priest, or as extra glyphs or in the case of the item. (or skill related) option.
Elemental - Probably the weakest and easiest that should be acquired, an elemental form, not single element forever like the elementlord abilities mind you. Should probably start off with a weak and fairly common elemental like fire. Additional enhancements would provide more elements until you end up with a weapon that can take advantage of any chink your enemies might provide you. Since in the late game, a lot of creatures will start to resist more elements, this would gradually become less useful, but would be very nice at first. A fairly low-level form, though with work even it could be worthwhile. I though about activations as well and came up with a fairly weak one, a random ball of element, radius to increase with enhancement. A randomly chosen element shouldn't be too hard to code into a ball spell either. Could be useful, could be bad. sort of a gamble. Probably needs more work, but gives an idea what I'm looking into. Time to shift into it should be a few turns, but not an extreme number... 5-15 maybe?
'slaying' - Like the above, but EVENTUALLY more useful, but potentially less damage. Only real difference is that instaed of elements it would come down with assorted slays. From orc, to dragon, evil, good, etc, gaining them as it is improved. Should be significantly rarer then the above, however, since enemies cant learn to resist slays. Though I think elemental multipliers might be larger then the multipliers from slays... (Confirmation anyone?) No matter, this one should still be rarer and harder to acquire. 20-35 turns to shift?
Assassination - A unique form, designed for very low damage dice (but still heavy, so its not like a dagger, just has lower dice then other forms. I actually think they should all weigh the same, neither excessive nor light. At least, if they sit in one weapon type they should.) but making up for it with its enchantments. Would offer bonuses to stealth (improving with the sword), eventually poison brand, speed bonuses (again, improving with the weapon), invisibility, and eventually, I think, monster detection. Do you get the theme yet? Tools of an assassin. Move fast (speed), move silent (stealth), don't be seen (invisible), know where your enemies are (detection), and strike hard into there backs like crazy. Its a tool for assassinations, to let you get the drop on your enemies. Because of the enchantments offered and the potential of ambushing a unaware enemy (which I believe still offers damage bonuses, like backstabbing, confirmation anyone? Seldom play stealthy characters so I don't know.) the innate damage dice of the weapon would be lower then other weapons, though still heavy, so it doesn't offer lots of blows like a dagger. Note that just because the base dice are lower then other forms, doesn't mean it would have bad +'s to Hit and damage. It's meant for an assassinations, not for brawling. Should be of medium rarity, with Invisibility and ESP being the last of its powers, being they are the most powerful. 30-35 turns to shift? (since it's meant to be used in stealth, time isn't much of an issue)
Mage-friend - Offers Int boost, which grows with the form, offers some extra mana percentage (grows with the form), eventually begins offering bonuses to the spell-schools, and at its highest levels, begins offering the wielder protection from hostile magic (reflection). Maybe a magic-defense boost would be better, I dunno. I also thought about a LONG (couple thousand turns between activations, to be used mostly as a desperation 'save-your-life' maneuver) recharge activation for restoring mana. 20-40 turns to shift.
Berserker's Wrath - Again, ought to be obvious. Str boost (grows with the form), Con boost (Grows with the form, but slower.), AC bonuses (grows with the form, doesn't show up at all till after the earlier powers), and at it's highest levels, could be activated for berserk. For all those people who love to wade into the thick of a huge throng and slay everything around them. Might also consider including things like resist fear, confusion, etc, since your so crazy you wouldn't notice how scary an enemy is, how distorted the room suddenly looks, what all those pretty images (hallucination) are, etc. 35-60 turns to shift.
Wrath of the earth - This is a weird one, dunno if it should be included. It would be very strange as a melee weapon, and i didn't envision it as a sword. I saw it as a bigass warhammer, which shattered the stone around it, for an radius explosion around where it struck. One could strike an enemy with enough force to shatter part of the ground they're standing on to do physical damage to everything withing radius 1 (the target plus each tile around it) or 2. Could increase radius with the form, but I dunno how far it should go, not very or it'd be overbalancing. Effectively you'd be able to attack a group of enemies at once with physical melee damage. Maybe cause cuts from sharp stone? High levels offer earthquake activation? (long recharge). Definitely needs more work, and would be hideously powerful in the right hands. "Summons? What summons? (SMASH)" I thought about doing Str bonuses here instead of the berserk weapon, but this one is strong enough on its own. Definitely needs to be refined, but its something to think about. This form if it exists should be hideously heavy. No 16 blows on a radius 4 area, lets keep godly power where it belongs, away from mortals. 2 or 3 might be acceptable, so it should be REALLY heavy. Should definitely have a heavy shift-time. 50-90?
And so you see where I was going with all this now. These are just ideas, and likely, all need refinement. I had first envisioned this as a class, and the last abilities would be for improve base damage (improves the dice of all forms, but no new enchantments), improve enchantment (improves the +'s of all forms, but no new enchantments), and High-focus. (reduce the change-time between forms.) As you devote AP to a weapon form it gained new powers, improved its pluses, and base dice, though not as much as the latter abilities would be. High-focus would be a class level 10 abilty, the previous 2 (improve pluses, and improve dice) as well as the radius weapon would be class level 6 abilities, but planning would be required to make sure too much AP wasn't taken up. The other thing i thought about was the glyphstones which would become the pommelstone of the weapon, and hold the glyphs for the weapons. Worthless by itself until you find a glyph (of the above types) one unlocks the form with its first power, at its weakest. Additional different glyphs offer different forms you can freely change between (in a certain number of turns, without being disturbed, which (I think) ought to stop the counter and force you to start again. (exception: a class with high-focus should stand a chance of not losing focus, as well as being able to change quicker). Keep in mind as well this was meant to provide strategy, you aren't supposed to switch in the middle of a firefight, you're supposed to shift ahead of time so you are perfectly prepared for the upcoming events. Getting back to glyphstones, additional copies of a glyph already in the stone would improve the enchantments (powers), +'s, and base dice of that form. (base dice would only improve small amounts after multiple glyphs, capped at a certain form... ditto for pluses.) Maybe 4 or 5 'versions' of each form, if done as items, so 5 glyphs of a kind would max your ability with the form, and each 'version' (additional glyph) would have slightly better dice and +'s.
There are some of the thoughts I came up with. enjoy, and refine as needed. Keep in mind this is meant to be a powerful advanced class, and would take time to get into, or very hard to find items, so the power involved isn't too extensive.
As for the forms themselves, the shift-times listed are a base idea, and would be used to activate the form, or shift from one to another. dismissing the form so you can store the glyphstone in your pack and wield a regular weapon (or a rod, or whatever else you need or want to do) should require either a fraction of the shift time (1/5 maybe?) or just a flat-rate 2-6 turns or something. The shift-times prevent us from abusing the many powers at our disposal, while allowing said powers to be chosen for the appropriate situation.
Edit: I don't think of this as magic, more as a sort of spiritual focus. The wielders mind focuses on the shape and form of the glyph he has acquired, and the glyph (not the wielder) forms the weapon. Whether this should consume mana or not, I don't know. Ditto for spellcasting skill. IF it does use the spellcasting, I DO still think wisdom should affect the glyphs more then intelligence.
Please, give any comments or criticism you can think of. Or veto's of ideas from Variaz.