We need new spells

Post » Tue Sep 18, 2012 12:13 am

I know this topic has been done to death, but it doesn't make it any less true. We need more spells in Skyrim.

But I have an idea that is quick and easy to implement. Some of the effects are actually already in the game! I am of course talking abut using the Shouts. Let me give an example

Fus-Ro-Dah (Unrelenting force) The power of the Thu'um knocks over anyone in its path.

Now let me show you an idea for a "force" series of spells.

School: Destruction

Novice Spell: "Push"- A close range spell used to briefly stun an enemy. Can be resisted by blocking/wards

Adept Spell: "Shove"- Another close range spell that can stun an enemy, even through a shield. When Dual-cast can knock them over.

Expert Spell: "Applied Force"- A projectile spell that when it hits an enemy, will knock them over. Dual-Casting will increase the effect, or give it a small AoE.

The Novice spell push, I thought, was quite nicely balanced for beginning gameplay, as it deals no damage and can be useful all around for mages, warriors, archers, ect. And it could only really be used to interrupt an attack as it won't go through a block.

The Adept spell is a nice step up, allowing you to stun anybody, and with the nice benefit of dual-casting greatly improving it to knock people over, allowing for a quick getaway, or time to launch a new attack.

The Expert Spell "Applied Force" is the final in this series of spells and gives the greatest effect. When cast, after a brief charging period, it launches a small bolt of force, capable of tossing foes. Now this would need a corresponding magicka cost, but well worth it.

Now I'm sure your probably asking yourself, isn't this redundant with the Shout, capable of all of this? No, and heres why. The "force" series of spells only affect 1 target, thus rendering it unique from the shout, which can toss around a group of foes and (rightfully) requires a cooldown. This series is better for smaller encounters, or if you prefer to have another shout equipped, this could help mix up gameplay.

So any questions, thoughts or ideas?
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stevie critchley
 
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Post » Tue Sep 18, 2012 7:49 am

Big explosion spells -- fire balls and the like should have an impact on the target(s) having a chance to stagger or knock them down.
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helliehexx
 
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Post » Tue Sep 18, 2012 3:16 am

Big explosion spells -- fire balls and the like should have an impact on the target(s) having a chance to stagger or knock them down.
I definitely find this to my liking. Fireball has an awesome explosion, but doesn't even knock over a Skeever

Actually I had another idea as well. But it would likely have to be in a DLC only type of content. Morrowind fans would like it too I'd bet.
Spell: Mark- Places a rune sigil on the ground where the player can later "recall" and teleport instantly. Some locations will block usage of this to avoid breaking the game

Spell: Recall- after a brief charge, caster is teleported to the "Marked" location if it is valid.

I figured with runes in this game, the mark part of the spell would be easier to implement, "Recall" would be harder to add, but overall, this spell would be costly to cast, but offers a quick escape, or a faster way to travel to previously visited areas.
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Melly Angelic
 
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Post » Mon Sep 17, 2012 7:33 pm

There are quite a few mods that add more spells to the game, so if you play on PC, that is always an option.
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Rhi Edwards
 
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Post » Tue Sep 18, 2012 1:27 am

Midas Magic is a great mod for this
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JERMAINE VIDAURRI
 
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Post » Tue Sep 18, 2012 5:16 am

There are quite a few mods that add more spells to the game, so if you play on PC, that is always an option.
Midas Magic is a great mod for this

Yes, I here good things about that mod, unfortunately, I am on a console, so mods are not an option. But I am sure the audience on consoles would love to get their hands on something similar to it.
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Camden Unglesbee
 
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