Yes, Holy-Nightmare already made something like this. Here are my own sword ideas for these.
Holy's post: http://forums.spiralknights.com/en/node/110907
"Defensive" sets: Royal Jelly, Grey Owlite, Dread Skelly (as mentioned by Holy-Nightmare in his thread).
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Skelly:
2* Skelly Bone
Normal: A basic, calibur-like 3 hit combo.
Charge: A basic, 180° slice that deals 150% of a normal attack damage.
3* Scary Skelly Bone
Normal: Same as 2*.
Charge: Same as 2*, but generates a dark purple explosion which bones come out of when hitting an enemy. Explosion can only trigger once.
4* Sinister Skelly Bone
Normal: Same as 3*.
Charge: Same as 3*, but can make 3 explosions.
5* Dread Skelly Bone
Normal: Same as 4*.
Charge: Same as 4*, but can make 5 explosions.
All hits deal normal/shadow damage.
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Magic:
2* Apprentice Wand
Normal: A basic, calibur-like 3-hit combo that deals less damage than most swords. Generates a small energy ball in front of the sword after the first swing, which gets larger after each attack. It shoots forward if the player doesn't attack for 1 second. 1 attack: 1/3 of a normal swing's damage. 2 attacks: 2/3 of a normal swing's damage. 3 attacks: Same as a normal swing's damage, has small AoE.
Charge: A direct strike forward (like a Flourish), which generates 3 2-attack power energy balls that shoot forward with a spread similar to the DA's charge.
3* Miracle Wand
Normal: Same as 2*.
Charge: Same as 2*.
4* Owlite Wand
Normal: Same as 3*.
Charge: Same as 3*.
5* Grey Owlite Wand
Normal: Same as 4*, but the 2-attack orb has small AoE and the 3-attack has moderate AoE.
Charge: Same as 4*, but the orbs have small AoE (as mentioned in the "Normal" section above).
All hits deal normal/elemental damage.
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Jelly:
2* Jelly Jabber
Normal: 2 overhead smashes (normal speed, this isn't a heavy/slow sword) followed by a Flourish-like strike.
Charge: A smash into the ground, causing 3 spikes to appear in the ground in-front (like a T3 Jelly Cube's thorn attack), each dealing slightly under the amount of damage of a normal hit. Launches away any enemies near you, but doesn't damage them. (Only if they're right next to you, if they're in the area where the thorns can hit them, they won't be knocked away.)
3* Brute Basher
Normal: Same as 2*.
Charge: Same as 2*.
4* Rock Rammer
Normal: Same as 3*.
Charge: Same as 3*.
5* Royal Run-Over
Normal: Same as 4*, but with 1 charge spike at the end of the combo.
Charge: Same as 4*, but also launches a spinning blob of jelly (basically a Royal Mini doing the Royal Jelly's stage 3 spin attack) that deals significant knockback and the same damage as a thorn.
All hits deal normal/piercing damage.
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So, how does everyone like these? Anything that should be changed?
The jabber and wand are cool, although being a bit skeptical about spikes coming from the ground.
And how the bone is different of Acheron? (speaking of the movement and effects and not how much damage it does)