Dawnguard spells

Post » Fri Jun 15, 2012 6:02 am

I sincerely hope they bring back mark & recall in Dawnguard. By far my favorite spell in Morrowind. Made going through massive caves easy, or just marking your house and when you are overencombered you just recall there. What new spells do you think will make it on to the DLC?
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Chloe :)
 
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Post » Fri Jun 15, 2012 10:54 am

Light spells that do more damage to undead, and Magelight should weaken enemy Vampire lords if it sticks to him/it.
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Austin England
 
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Post » Fri Jun 15, 2012 7:23 am

We need at least all ot the old spells from Morrowind and some from Daggerfall would be great.
We also need spell creation.
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Marlo Stanfield
 
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Post » Fri Jun 15, 2012 5:52 am

I would love a huge library of spells. And add spell combinations/ or spell-making in the mix. Apparently there's blood magic. Wish they introduce shadow magic or something.
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Nauty
 
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Post » Fri Jun 15, 2012 6:43 am

Already existing effects from potions and diseases: slow, drain magicka and stamina regeneration (damage magicka and stamina are already covered by shock and frost), drain melee damage, cure disease. The scripts are already there, just not available as spells.
Jump, slowfall, and some from of haste would be nice too.
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Benji
 
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Post » Fri Jun 15, 2012 11:29 am

Seriously... I'd shell out $30 for a Spell Creation DLC.
We need at least all ot the old spells from Morrowind and some from Daggerfall would be great.
We also need spell creation.

I'd definitely pay for a DLC with spell creation. Even if the rest of the DLC svcked.

Yes Bethesda... I'm telling you to sell me horse armor and spell creation for $10.
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Mariana
 
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Post » Fri Jun 15, 2012 3:10 pm

Already existing effects from potions and diseases: slow, drain magicka and stamina regeneration (damage magicka and stamina are already covered by shock and frost), drain melee damage, cure disease. The scripts are already there, just not available as spells.
Jump, slowfall, and some from of haste would be nice too.

This. I don't understand why they left so many effects in alchemy, but took them away from magic. That does not make sense whatsoever. Alchemy has weakness to x element spells and Destruction no longer has weaknesses? Doesn't Alchemy get it's effects FROM the magic on Nirn? It doesn't make sense to me for Magic to have less effects than Alchemy.
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Alex [AK]
 
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Post » Fri Jun 15, 2012 3:46 pm

Spell Creation wouldn't be as useful as it was in Oblivion, unless they add more spell effects into the game. If they do that, then both will be a welcome addition.
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OJY
 
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Post » Fri Jun 15, 2012 11:53 am

Seriously... I'd shell out $30 for a Spell Creation DLC.

I'd definitely pay for a DLC with spell creation. Even if the rest of the DLC svcked.

Yes Bethesda... I'm telling you to sell me horse armor and spell creation for $10.
Well this game needs it but I want it in an expansion pack. I don't want any pint sized DLC like we got in Oblivion it should be included as an addition to an expansion pack.
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Sarah Edmunds
 
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Post » Fri Jun 15, 2012 9:42 am



This. I don't understand why they left so many effects in alchemy, but took them away from magic. That does not make sense whatsoever. Alchemy has weakness to x element spells and Destruction no longer has weaknesses? Doesn't Alchemy get it's effects FROM the magic on Nirn? It doesn't make sense to me for Magic to have less effects than Alchemy.
Magic effects everything within Nirn and I mean everything rocks to acrobatics to alchemy to water. It effects everything in the game.

It's even more insulting when spell creation is mentioned in the College and we still cannot use it. We need our old spells back and spell creation to make magic interesting again.
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Scott Clemmons
 
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Post » Fri Jun 15, 2012 2:29 pm

You can create a spell...tome at the atronarch forge.
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alicia hillier
 
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Post » Fri Jun 15, 2012 12:20 pm

A daylight/sunlight spell would be cool. There could be a floating version that works like Candlelight that weakens undead in its radius, and a Magelight version that can be used to deal damage.
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Blessed DIVA
 
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Post » Fri Jun 15, 2012 6:14 am

touch spells
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Stephanie Valentine
 
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Post » Fri Jun 15, 2012 1:57 pm

and more restoration magic for fighting the undead.
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Samantha hulme
 
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Post » Fri Jun 15, 2012 7:48 am

Night eye... how come the only way to get night eye is to become a vamp? its not easy being sneaky when you have to use a torch or magelight to see in dark areas. or they should implement the werewolf nighteye that is in the game files
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Motionsharp
 
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Post » Fri Jun 15, 2012 7:51 am

touch spells
Touch spells need to return they were great for hand to hand combat and under water combat and all spell schools need their old spells back and they should toss back in mysticism while their at it.
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D LOpez
 
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Post » Fri Jun 15, 2012 2:40 am

The only spells I feel we NEED are conjuration spells, the selection we have is not even satisfactory.
Atronachs and glowing blue people, meh...
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Carlitos Avila
 
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Post » Fri Jun 15, 2012 1:40 pm

The only spells I feel we NEED are conjuration spells, the selection we have is not even satisfactory.
Atronachs and glowing blue people, meh...
What about touch spells. What about,
Water walking
Levitation
Dispel
Poison
Drain spells
Detect key/enchantment
Poison
Damage spells
Fire, frost, shock shield
Mark/recall
Open spells
Lock spells


That is only a small sampling of the spells that added great roleplaying value to being a magic user and it added great versatility without spells such as this the system is one dimensional at best.
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Big Homie
 
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Post » Fri Jun 15, 2012 3:28 pm

Well there's no undead summoning in Skyrim except thralls what the :swear: so Bethesda hurry up and give us more summonings i'm disappointed actually.
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C.L.U.T.C.H
 
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Post » Fri Jun 15, 2012 12:48 pm

That is only a small sampling of the spells that added great roleplaying value to being a magic user and it added great versatility without spells such as this the system is one dimensional at best.
Waterwalking and unlock are two out of those that I'd like but out of all of the schools, I feel conjuration (my favorite) got screwed.
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Jessie Butterfield
 
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Post » Fri Jun 15, 2012 4:10 am

The spells that I NEED to make a comeback are Mark, and Recall, Levitate(Its a stretch, but it would be nice), waterwalking(Its just so fun, and tactically useful.), and Open lock.

"New" spells I'd love are Teleport, and summon Dremora Lord Thrall. Or maybe an option to summon one of those Dremora Mages.

Oh! And Conjure Armor spells.
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Amy Melissa
 
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Post » Fri Jun 15, 2012 6:06 am

They only had Mark/Recall in Morrowind because they did not have a fast travel feature, i do not miss it much now we have fast travel.

I do however miss Silence and Blind :sad:
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Louise
 
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Post » Fri Jun 15, 2012 7:28 am

The spells that I NEED to make a comeback are Mark, and Recall, Levitate(Its a stretch, but it would be nice), waterwalking(Its just so fun, and tactically useful.), and Open lock.

"New" spells I'd love are Teleport, and summon Dremora Lord Thrall. Or maybe an option to summon one of those Dremora Mages.

Oh! And Conjure Armor spells.
The Dremora thrall was one spell I was shocked wasn't in the game. I mean, conjuration is weak as it is but at least that would have balanced out what little we did get.
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glot
 
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Post » Fri Jun 15, 2012 8:19 am

Well there's no undead summoning in Skyrim except thralls what the :swear: so Bethesda hurry up and give us more summonings i'm disappointed actually.

I'm of the opinion that actually raising the undead instead of simply summoning them from oblivion is better. I mean the former is actually necromancy, the latter is pseudo necromancy.

Being able to summon ghosts again would be nice though.
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Megan Stabler
 
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Post » Fri Jun 15, 2012 11:08 am

Being able to summon ghosts again would be nice though.

Isn't there supposed to be a shout called Soul Tear in Dawnguard which "rips the spirit of a slain enemy from its corpse to fight for the player" ?

I wonder if it will be an actual ghostly version of the slain enemy though, or just a generic spirit type critter.
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Nitol Ahmed
 
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