Over the last few years, I've read a lot of posts about magical weapons and how they should and do work. I like the idea that was raised a while ago about how glyphs could be fixed to a weapon to give it properties.
In that time I've had an idea that has not, to my way of searching

, been discussed.
I've not posted this before because I find it a bit tricky to explain without getting bogged down. So please bare with me.
I'd like to see weapons that can conduct magic rather than just generate it.
The way I see it at the moment is that basically a magical weapon has been charmed in some way to do more damage. (I know some can increase stats but that doesn't matter here). The damage is just normal, ordinary damage. There is simply more of it than there would be

I propose to allow some weapons to channel the magical skills of the wielder so that the amount of damage done depends on the magical ability of the person using it. When the weapon touches an opponent some damage will be done.
If you consider a normal attack (I'm not a dev so I'm using educated guesswork here).
- You try to attack something
- The system calculates whether or not you've made contact
- If contact is made, physical damage is worked out based on the attacker's stats.
- The system decides how much the armour reduces the physical damage
- Damage is done
With a conductive weapon there could be magical as well as physical damage done
And now with a magical weapon that conducts magic.
- You try to attack something
- The system calculates whether or not you've made contact
- If contact is made, some magical damage will result
- If contact is made, physical damage is worked out based on the attacker's stat's.
- The system decides how much the armour reduces the physical damage, magical damage is not affected
- All damage is totalled up and damage is done
In the example above you can see that if a magical weapon strikes an opponent, some damage will be done regardless of the armour the defender is wearing (anti-magic armour could be introduced of course).
As
"there's no such thing as a free lunch and everything has a price", this too is not without its drawbacks. I suggest that every time a conductive weapon does any damage, the wielder looses some "Mana" until it's depleted and the weapon looses it's magical power (until the wielder recovers of course). This will give an interesting spin on things when an over ambitious mage tries to take on a creature with his staff only to find it becomes as useful as a stick.
So now for the "Why" rule.
This allows for a nice way to give mages "Staffs", "Staves" etc.. Without the mage, a staff would just be an ordinary stick, but in the right hands it could be a useful weapon.
If can strengthen the RP settings regarding the "ways" of magic. For example, an "Icy dagger" may be aligned with the Crystal way and so a mage with Crystal way skills will be better able to use it.
It allows another way for magic to take a proper place in PS. For example, your char may may be essentially a healer but would need a weapon of some sort (it's a jungle out there

).This way he can have a staff.
I hope I've explained that well enough and that you can see what I'm getting at here. If I've not made it clear, let me know and I'll try to explain in a more lucid fashion.
What do you think folks?
Cheers.