Heres what pisses me off about this game .. wheres the natur

Post » Mon Jun 11, 2012 10:31 am

There's never been any magic of the 'nature' variety.

For the record, you -can- summon bears and I think wolves in Oblivion, I think it comes with the 'spell tomes' DLC. So your concept can be done.

Find a mod (Or mod it yourself), get some Forsworn armor. Bam, instant druid.
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Beat freak
 
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Post » Mon Jun 11, 2012 6:21 am

I'm not asking why you want it, I'm asking how will you make it fit? What made a wizard research the spells you want instead of using already existing spells that would do the same job? Does nature spells even exist? I can see that you want to roleplay, I'm just asking how you would make it fit the lore without making it sound dumb.

Im sure that if they sat down and thought it through they could make it fit in lore a reasonable way.

Maybe a mage tried to resarch in naturism who wanted to develop a whole new magic school? A mage who want to be a legend for doing this. Maybe just do it for the sake of getting knowlegde? Im sure a company like Bethesda could come up with even better ideas.
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sally coker
 
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Post » Mon Jun 11, 2012 12:54 pm

One thing I know is it seems magic has regressed in the past two hundred years, all of the old spells that was part of the game is gone, and it seems there is a mental block with our characters and the people in Skyrim when it comes to spell creation, we cannot use it but its mention at the College of Winterhold. There ie no more evidence of druids or nature magic but Nirn is a big place and it could be possible for it to be in and I am all for expanding the magic system.
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Peter lopez
 
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Post » Mon Jun 11, 2012 3:44 pm

I would like to see a petrify spell that turns enemies to stone permanently until they are smashed...obviously there has to be guidlines as to who the spell would work on
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David Chambers
 
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Post » Mon Jun 11, 2012 3:47 pm

I've always wanted nature based spells as I'm a fan of the elemental mages. Even though it may not fit the Elder Scrolls style I think an evolution of magic would be more entertaining. I loved pure destruction mages but unfortunately they weren't so successful in Skyrim.

I think 5 basic elements like fire, wind, water, earth and lightning. And then maybe the ability to dual cast separate spells to create a new element. Like wind + water = ice, water + earth = wood, fire + earth = lava, ect. I just think this elemental combination system would be really fun and give a more advanced and different selection of destruction magic.
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Kathryn Medows
 
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Post » Mon Jun 11, 2012 6:02 am

they already exist ur jsut mad they dont have their own category bro?
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naana
 
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Post » Mon Jun 11, 2012 9:30 am

Everyone keeps saying, "So, wizards just discovered this after thousands of years?"

Why couldn't it be a gift from Kyne, like shouts? Right?
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Jessica Phoenix
 
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Post » Mon Jun 11, 2012 5:32 pm

After first reading the OP, I disregarded the entirity of his "argument". Then I read some of the community's more, uhh... thought out responses and I started thinking...

Calling birds to pluck out enemy eyeballs/disarm, opening up fissures in environment, summoning bears - all this would be awesome.

Unforunately, (apparently my opinion is nullified by the OP) these things really do not tie into previous TES lore. I suppose Kyraneth, Skaal, etc. are proper arguments as to how the series could *expand*, but where would these spells actually fit into the current magic system? Alteructionism?

I do see the opportunity to move forward, definitely, but to turn TES into a single-player Warcraft series is absolutely unwanted by me. The OP is filled with grandeur due to his experience with other games/franchises.

One of the first posts in the entire thread holds well to the true TES tradition:
pretend...a storm atronach can pass for a rock golem, the storm shout and clear skies are nature based magic, not to mention the animal shouts.

I agree we need more magic and summons but you can rp and pretend in the meantime :wink:

To be upset if nature/druid/shaman-esque spells were not included in Skyrim is a bit silly; rallying for their inclusion to future games is a proper forum topic. Fortunately the thread evolved :smile:
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Dale Johnson
 
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Post » Mon Jun 11, 2012 7:07 pm

I'm not a fan of the idea. The closest thing we have to this is the Skaal shamanism, and it's a very different thing. Spirit animals (although looking like normal ones) vs plants. And there are no such thing as elementals in tes - we only have elemental daedra/golems (both have nothing to do with nature).
The idea is already there in the spriggans, which used to be a summon-able creature if I recall, and which summon animal guardians themselves. Fire, ice and shock are natural elements. I believe in the descriptions of how magic works they talk about using the natural energies already present in the world. I don't see how this is such a stretch.
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Ross
 
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Post » Mon Jun 11, 2012 9:21 am

vines... Yawn if i want druids i will play DnD
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Lisa
 
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Post » Mon Jun 11, 2012 3:59 pm

I'm not asking why you want it, I'm asking how will you make it fit? What made a wizard research the spells you want instead of using already existing spells that would do the same job? Does nature spells even exist? I can see that you want to roleplay, I'm just asking how you would make it fit the lore without making it sound dumb.

well, conjuration can summon were-creatures that are in hircine's realm and whatever creatures are in any realm of oblivion (hircine's realm has bears and wolves iirc, might just be werecreatures though) so there is the excuse for summoning and everything else seems to be in the game (paralyze, become friends with animals...thats it, thats all there is to being a druid, that and potions/poisons), but mages can make new spells (altough why anyone thinks these things should be in their own school is beyond me, mages are an organized people and there is enough redundancies as-is)

edit: there has been over 6 TES games, the main ones and a few spin-offs (there was a moblie version of oblivion (if that counts), shadow key, redguard and dawnstar, i might be forgetting one)
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KIng James
 
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Post » Mon Jun 11, 2012 6:26 pm

This doesn't even make sense...

Sure it does. Because TV was invented, and we got mutant ninja turtles and the Teletubbies, therefore TES should be required to add in any hare-brained whack magic stuff that any random Skyrim fan might dream up out of the haze. It's plain as day.
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Nathan Maughan
 
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Post » Mon Jun 11, 2012 3:38 pm

I am really pissed there are no flyings cars, WTF? It's a flipping joke, Dwarves invented all kind of stuff so it's obvious they would have invented cars. Since in TES lore they can make things fly, they would also make the car fly. I am currently punching a pillow as I am so angry at this.

Nature spells though, pfft! Who cares?
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Czar Kahchi
 
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Post » Mon Jun 11, 2012 9:37 am

Seriously it feels like this game lacks a huge customization option when it comes to classes in this game and so much was stripped, where the hell are the nature spells? Why do I have to wait for modders to add these to the game.. seriously? Is there really somethng so bad about the Shaman/Druid/Ranger playstyle that they cant incorporate nature/nature damage spells, and I dont mean like fire, ice, lightning I know they are apart of nature

I mean like earth spells, or summoning wisps, vines, roots, etc. like a natural druid... Then youll have scrubs say oh well that aint apart of da elderscrolls lore... WTF, you mean game lore cannot evolve? You mean new spells cannot be made? Are you serious? Thats your excuse?

This game needs more spells and of different variety, oh I can play a necromancer and conjur dead all day a long, be a mage and conjur elementals all day long, but when it comes to druid or shaman, WHERE THE HELL ARE OUR AMAZING CONJURS, OUR EARTH ELEMENTALS,

and the familiars? the familiars are a joke, they die in one hit , dont level, dont scale, WHATS THE POINT

You know what.... It just got real in this topic.

actuilly i can see where your coming from but here but this is my reasoning why i disagree.

1. do you have any idea how much coding would be involved in having a spell effect your surroundings? it would require many lines of code as well as a lot of tweaks to the level design, they would have to add many layers to the level before a spell could effect it even then the coding that would be needed even to have the area respond to the player or npc would need to be extensive and they simply don't have the time, they might not even have the resources for that in an Open world rpg as big as skyrim.

2. you would only be able to use it in areas that make sense and the problems that could happen wouldn't be easy to fix. think you use an earth spell and it effects the stone work in a dungeon your placement is off and you close off your only way forward how do you continue? short answer your wait for it to de-spawn or your load your last save this is inconvenient for the majority of people so they wouldn't want errors like this in game.

3. the lore is a vary valid point no matter how much you want to say it isn't. the only thing that could effect the laws of nature in TES lore are the Elder scrolls if Bethesda gave you that ability they would make the most powerful artifacts in all of TES lore seem insignificant.

these are reasons why i disagree.

as for the familiars tiff i assume its a balance thing
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Glu Glu
 
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Post » Mon Jun 11, 2012 3:33 pm

Sure it does. Because TV was invented, and we got mutant ninja turtles and the Teletubbies, therefore TES should be required to add in any hare-brained whack magic stuff that any random Skyrim fan might dream up out of the haze. It's plain as day.

if that is the case i demand sound magic, i want to play heavy metal (using magic) in skyrim while i burn my enemy alive (or frenzy them...mosh pit!)
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Dalley hussain
 
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Post » Mon Jun 11, 2012 5:21 am

Because spell school in Tamriel are NOT class-based. Spell schools are effect-based (Destruction is control of elements in destructive fashion, Illusion creates false reality, Alteration affects the laws of the world, Conjuration creates a connection with Oblivion, Restoration controls life energies). Druidic spells would thus not fit the TES lore.

The DnD games I've played, spells were organized by class (Mage, Druid, Cleric) and school (Conjuration, Evocation, Necromancy, et cetera) Call Lightning is a Druidic Alteration spell, and limited to being cast outside only, where as Fireball is a Mage Evocation spell. Yes, I realize that schools were more about organizing them, except for specialist wizards.

Now lets look at Morowind or Oblivion (havent played the first two). Battlemages, for example have Restoration as a Miscellaneous skill, but that doesnt prevent them from learning or casting those spells. Preventing a class from learning a spell effect, merely cause they have little skill in it would be limiting. Whether its for teaching your Battlemage to heal themself, or getting a Soul Trap effect for enchanting your Barbarian's axe.
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:)Colleenn
 
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Post » Mon Jun 11, 2012 6:28 am

OPs correct,nature spells should be included.

I'd summon an army of courgettes.
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Sammygirl
 
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Post » Mon Jun 11, 2012 7:39 pm

Lore can indeed evolve... but think, since Arena, it's only been 200 or so years... new magic would take hundreds upon hundreds of years to create anyway...
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Claire Mclaughlin
 
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Post » Mon Jun 11, 2012 5:59 am

Seriously it feels like this game lacks a huge customization option when it comes to classes in this game and so much was stripped, where the hell are the nature spells? Why do I have to wait for modders to add these to the game.. seriously? Is there really somethng so bad about the Shaman/Druid/Ranger playstyle that they cant incorporate nature/nature damage spells, and I dont mean like fire, ice, lightning I know they are apart of nature

I mean like earth spells, or summoning wisps, vines, roots, etc. like a natural druid... Then youll have scrubs say oh well that aint apart of da elderscrolls lore... WTF, you mean game lore cannot evolve? You mean new spells cannot be made? Are you serious? Thats your excuse?

This game needs more spells and of different variety, oh I can play a necromancer and conjur dead all day a long, be a mage and conjur elementals all day long, but when it comes to druid or shaman, WHERE THE HELL ARE OUR AMAZING CONJURS, OUR EARTH ELEMENTALS,

and the familiars? the familiars are a joke, they die in one hit , dont level, dont scale, WHATS THE POINT

You know what.... It just got real in this topic.

Sounds like you've been watching too many guild wars 2 elementalist videos...

But I do agree that their should be a few more schools of magic within TES, regardless of the Lore which is whatever Bethesda say it is.

:biggrin:
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Gill Mackin
 
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Post » Mon Jun 11, 2012 7:56 am

Use the Midas Magic mod for lots of nature spells (and much other cool stuff): http://skyrim.nexusmods.com/downloads/file.php?id=3413
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Dan Stevens
 
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Post » Mon Jun 11, 2012 5:28 am

Didnt read entire thread, in case no one said. Shamans are a part of TES lore, but not in Skyrim, in Valenwood. The Bosmeri are a woodland people and have shaman/druidic priests as their leaders. Much like ancient Celt races, these are tribal leaders who decide on going to war etc. They also may have created most of the monsters in Tamriel through a process where they turn Bosmer into mindless killers during war. It is said that those may have evolved into other creatures over time, again this is like certain Celtic druids who drugged the food of warriors before battle so they had no sense of fear.

You could even go as far to say the Hist hold some Druidic type powers, or possibly then some tribes of Argonian. Through war and being so close geographically with the Bosmer, im sure Khajiit also have some Nature based rituals. Although in the novels, the tribal khajiit there seem more focused on moon suger.

Even though it is in the lore, it makes no sense for it to be an active class in Skyrim, literally the other end of the continent. The only beings displaying nature type spells there are the Spriggars (spelling?) and they dont tend to be so friendly. So for me, unless it was specific to Bosmer being able to roll a Shaman priest, it would break immersion. Bosmer do however, have the animal control racial, which does hint at their woodland tradition.

IMO next game is a double Valenwood/Elsweyr, and we will get more than enough Shamans/Druids/
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Anna S
 
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Post » Mon Jun 11, 2012 4:48 pm

The idea is already there in the spriggans, which used to be a summon-able creature if I recall, and which summon animal guardians themselves. Fire, ice and shock are natural elements. I believe in the descriptions of how magic works they talk about using the natural energies already present in the world. I don't see how this is such a stretch.
Magic uses energy which comes from Aetherius, which isn't a part of Nirn (and therefore it's open to interpretations whether it's natural). Spriggan was a summonable creature - but so were dwemeri centurions and undead (both of which were a crutch for proper necromancy and building centurions). The animal summons similiarly could symbolize shamanism. But still, calling spiritual animals is something very different from using plant life to entangle/damage foes (also, wth is nature damage?). There is literally no race in TES which would use such magic - Bosmer revere plants to the point they do not eat any plants from their forests nor use them for building/tools and Argonians have similiar feelings for the Hist (and they don't seem to particularly care/be interested in other plants - apart from their use as food/material/alchemy reagent)...
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Colton Idonthavealastna
 
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Post » Mon Jun 11, 2012 12:58 pm

Seriously it feels like this game lacks a huge customization option when it comes to classes in this game and so much was stripped, where the hell are the nature spells? Why do I have to wait for modders to add these to the game.. seriously? Is there really somethng so bad about the Shaman/Druid/Ranger playstyle that they cant incorporate nature/nature damage spells, and I dont mean like fire, ice, lightning I know they are apart of nature

I mean like earth spells, or summoning wisps, vines, roots, etc. like a natural druid... Then youll have scrubs say oh well that aint apart of da elderscrolls lore... WTF, you mean game lore cannot evolve? You mean new spells cannot be made? Are you serious? Thats your excuse?

This game needs more spells and of different variety, oh I can play a necromancer and conjur dead all day a long, be a mage and conjur elementals all day long, but when it comes to druid or shaman, WHERE THE HELL ARE OUR AMAZING CONJURS, OUR EARTH ELEMENTALS,

and the familiars? the familiars are a joke, they die in one hit , dont level, dont scale, WHATS THE POINT

You know what.... It just got real in this topic.

Play world of warcraft and you will get all you asked for. Tes has plenty of other unique spell types that other games dont have and its all good.
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carla
 
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Post » Mon Jun 11, 2012 5:48 am

I don′t see a reason in adding this spells, you have Conjuration and Destruction, that have many similiar effects to your suggestions.
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Janeth Valenzuela Castelo
 
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Post » Mon Jun 11, 2012 6:16 am

There is nothing to disagree about here, those disagreeing just want to disagree.

I disagree.......
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Minako
 
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