New Distruction Magic Spell ideas...

Post » Sun Jun 17, 2012 3:16 am

I would love to see new spells as another addition to Skyrim... Possibly these:
#1: Heat Tsumai: Create a big wave of searing fire toward the enemy that staggers them while lighting them on fire....
#2 Ice Ravage: Create a shockwave under the enemy which explodes with a big ice spike under them...
#3 Polar Flare: Throw a powerful ice like blast at the enemy that explodes while creating a blue glow freezing them and near by enemy's....
#4 Thunder Ball: Through a tesla like bubble with electricity in it while it explodes strike multiple enemies...
That's my ideas... I have more but I'll post them later :)
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Joie Perez
 
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Post » Sat Jun 16, 2012 4:09 pm

I'd like to see a D2 style charged bolt, or some magic spell that is shotgun-esk like that.
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Chantel Hopkin
 
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Post » Sat Jun 16, 2012 9:07 pm

Oh! And maybe a remote mine like spell. Cast once to send a sticky orb out, cast a second time to detonate. Oh!!!! And it could stick to people as well!
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Jordan Moreno
 
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Post » Sun Jun 17, 2012 5:47 am

I'd like them to bring back the absorb health, magicka & stamina destruction magic, Also Paralysis Rune would be good.

As for the remote mine spell they could do that by adding a perk to effect the runes allowing you to place them on people aswell. Imagine seeing the fire rune symbol burned into someone on their armor or skin then like brianjcalkins said you cast again to detonate it.
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Vicki Gunn
 
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Post » Sun Jun 17, 2012 2:11 am

#5 Flame Tower: Set a special Rune on the ground that sets a volcanic lava tower:)

#6 Spike Rain: Opens a portal while a volly of ice shards come raining Down upon the enemy.

#7 Static Blast: Blast out and scatters like a shotgun and causes the enemy to have static electricity currents striking enemies randomly...

I want to see a bunch of new spells for the Distruction tree... In future DLC... I would write Beth a book of ideas
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Mackenzie
 
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Post » Sat Jun 16, 2012 4:30 pm

#7 Static Blast: Blast out and scatters like a shotgun and causes the enemy to have static electricity currents striking enemies randomly...
Really??? thats what you think magic is missing?, the chance to give people a static shock.

Im not sure how helpful it will be against a battle axe
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Quick draw II
 
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Post » Sun Jun 17, 2012 3:22 am

Really??? thats what you think magic is missing?, the chance to give people a static shock.

Im not sure how helpful it will be against a battle axe

I often roleplay a wizard at home when I'm wearing wool socks......To my families dismay and anoyance. :blush: :blink:
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Mrs Pooh
 
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Post » Sat Jun 16, 2012 7:07 pm

I often roleplay a wizard at home when I'm wearing wool socks......To my families dismay and anoyance. :blush: :blink:
I am http://www.youtube.com/watch?v=3JJt6xz7rVg&feature=related
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Sophie Payne
 
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Post » Sat Jun 16, 2012 6:59 pm

Oblivion had a spell called "Enemies Explode". Now if Skyrim had a spell where enemies actually exploded and gave damage to others as they did that would be decent. DA:O had a spell like this, though the "virulent" version might be too much.

The ability to use poisons on Ice Spike and Icy Spear.

Poison Rune using any created/purchased poisons.
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Natalie J Webster
 
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Post » Sun Jun 17, 2012 4:46 am

I'm all for more destruction spells so I would love your suggestions even if they kinda sound like Pokemon attacks. :P
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Christine
 
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Post » Sat Jun 16, 2012 8:34 pm

Oblivion had a spell called "Enemies Explode". Now if Skyrim had a spell where enemies actually exploded and gave damage to others as they did that would be decent. DA:O had a spell like this, though the "virulent" version might be too much.
A bit like the "Meltdown" perk in Fallout.. which could wipe out a whole group of people in one shot.
Are the "Walking Bomb" spell it was pretty fun, and it was better in DA:O than it was in DA2 because the enemies would actually explode
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Ricky Meehan
 
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Post » Sun Jun 17, 2012 2:53 am

More spell effects, as in completely different things, the same old lighitng beam and fireball are getting a tad mundane.
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Alina loves Alexandra
 
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Post » Sat Jun 16, 2012 8:37 pm

More spell effects, as in completely different things, the same old lighitng beam and fireball are getting a tad mundane.
Yes, absolutely. More variations on the same spells are not new spells at all. KnightDargul's ideas are the type of new spells that are needed. We also need to get Destruction balanced, as it is now, the cost to damage ratio is out of whack.
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An Lor
 
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Post » Sun Jun 17, 2012 2:38 am

Paralysis rune is good, but absorb health is vampire only, and damage magicka and stamina are part of the choice you are faced with vis fire, frost and shock. On that point, if they re-introduce mixed element spells, or pure non-elemental damage, then the tactical choices and investment in perks that this design decision requires is rendered absolutely pointless, and they may as well rip destruction up and start again.
Expert level runes and cloaks would be nice, what's the point of whole types of spells that are only useful to beginners? And an extra rank of damage up for each element would be nice, the damage/magicka cost of higher level spells is low, this would help with that, but require perk investment.
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M!KkI
 
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Post » Sat Jun 16, 2012 5:37 pm

Actually the problem is being able to enchant you're gear to be able to cast for free...
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Javaun Thompson
 
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Post » Sat Jun 16, 2012 4:00 pm

Actually the problem is being able to enchant you're gear to be able to cast for free...
If people want to do that, it's up to them. I wouldn't want to spoil my own games with this method of taking all the challenge out, but each to his or her own. Having said that, with caps on armour and magic resistance, I am surprised BGS didn't put a universal cap of 85% on anything and everything, not that it would matter to me.
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StunnaLiike FiiFii
 
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Post » Sat Jun 16, 2012 3:16 pm

I would accept any improvement of the magic system on Skyrim, as they removed so much.
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Code Affinity
 
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Post » Sat Jun 16, 2012 9:42 pm

If people want to do that, it's up to them. I wouldn't want to spoil my own games with this method of taking all the challenge out, but each to his or her own. Having said that, with caps on armour and magic resistance, I am surprised BGS didn't put a universal cap of 85% on anything and everything, not that it would matter to me.
Yes a cap would work but why 85% its too high haha.
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Amanda Furtado
 
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Post » Sun Jun 17, 2012 12:07 am

I think we should get Fire, Frost, and Shock versions of the Circle of Protection.

Also, touch-spells would be nice for when enemies get too close.
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Rachel Hall
 
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Post » Sun Jun 17, 2012 6:44 am


Also, touch-spells would be nice for when enemies get too close.
And also: so that a destruction mage can actually take a melee follower without killing them with friendly fire all the time.
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Jose ordaz
 
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Post » Sun Jun 17, 2012 1:56 am

For touch spells I can see an awesome killcam, grab/ pick up by throat and then ingulf in chosen element.
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Rachel Briere
 
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Post » Sat Jun 16, 2012 4:24 pm

These are my magic ideas copied from other posts. I will probably cop/paste this lot again, nothing wrong with a healthy dose of idleness. Please feel free to disagree/tell me I am talking nonsense :

Destruction is either inefficient, or overpowered with enchanting and dual impact, so :

A cap of 75-85% on cost reduction enchantments.

Dual impact has a lesser chance to stagger, with a reduced cost for dual casting (at present, it's 2.8 x magicka cost, for 2.2 x damage).

Extra damage rank for each element, +25, +50, +75% damage, at the cost of an extra perk.

There is no reason, save robe regeneration at the beginning, to go unarmoured. I would suggest a regeneration penalty, maybe -7.5% for each piece of light armour worn, -15% for each piece of heavy. Or even a sliding scale based on weight worn (and not affected by the weightless armour perks). This can easily be overcome with enchantments, but possibly at the cost of other enchantments.

New spell tomes (let's face it, they aren't putting spell-crafting in now) :

Haste, slow, jump, slowfall, water-walking, drain stamina regeneration, drain magicka regeneration, drain melee damage, the rest of the bound weapons, poison damage, more summons : not just Daedra, but bear familiars and making ghosts/wraiths by forcing spirits to return to their corpses, on-touch destruction spells, barrier/wall spells, Deflect arrows (wind swirling around character?), expert level runes and cloaks, who would like to summon a swarm of ghostly skeevers? Paralysis rune, bound crossbow, fortify health and stamina regeneration, silence, spider familiar, poison cloak, fortify melee damage (equivalent to temporary smithing) and cure disease as a master restoration spell.

That's without spells that don't work with the (unmodded) game world such as levitation, or anything that steps on the toes of other skills (charm, open lock etc.)
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Victor Oropeza
 
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Post » Sun Jun 17, 2012 12:47 am

^ or a damage output reduction. Perhaps a perk to negate it at least partially though.
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sally R
 
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Post » Sun Jun 17, 2012 2:53 am

An expert spell weakness to fire, frost or shock spell that increases dmg form x1 to x1.3 with right perk x1.5 multiplier.
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Jade MacSpade
 
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Post » Sun Jun 17, 2012 12:17 am

we need slow fall, water walking, foritfy skill/atribute, shield spells, elemental shield spells, damage staina (this is my fav spell, why is it tied to a damage spell? i should be able to use it on it's own), damage mana (again, without the damn damage the other effects cause, some of us do not want to kill any and eveyone), damage health, a cubic butt-load of summon spells, swift swim, unlock, lock, on touch spells and anything else i missed from past games

edit: forgot something rather big, actually make decent spells if you will not let us make our own. the flames spell is way ou tclassed the second you can cast a basic fireball, we need higher tiers of spells to keep the effective over time (make a master level, an expert level and so on of all spells)
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Jerry Jr. Ortiz
 
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