QUOTE(rondivu @ Nov 13 2008, 09:28 AM)

Well, if you were to look at it as two weapons, one being the sword, a script to switch weapon "modes" and then another weapon that has the same model as the sword but instead uses the staff animations and has a charge for it. Technically it can be done this way with scripting involved.
Except that doing this would be rather impractical since there would be no quick way to initiate this change. The weapon model and animations would also, almost certainly look wrong as well.
The reason why this cannot be done normally is because of how weapon enchantments are hard coded in the game. Weapons, with the exception of staffs, can only have an on strike effect, which means that the weapon itself has to hit before any enchantment can be applied. While increasing the range of the weapon can kinda "fake" this sort of thing, it still registers the weapon hit before the enchantment, and lacks the visuals of anything coming out of the weapon. Even if you were somehow able to spoof a staff enchantment on a melee weapon, that melee weapon would still not cause anything to fire until the weapon hit something, unlike a staff which can shoot anywhere.
This sort of thing has been requested several times, and cannot be effectivly done within this game.