» 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.)