Destruction- Wind spells, new element that is weak to earth.
- Earth spells, new element that is weak to wind.
- Water spells, new element. Increasing in strength when near water sources, maybe a wave like attack from a lake etc.
- Holy spells, a little out there but could work. Stronger use against undead/dremora etc.
- Dark spells, also a little out there. Could work in a similar way to the skull of corruption.
no elemental spells. As cool as they sound, they arent practical and turn out to be flashy instead of usefull, not to mention that they would have to balance, and thats a whole other issue to deal with for just one mage related tree for spells. Talking destruction, they should have
-Disentegrate armor/weapon
-DoTs like curses
- more AoE enhanced spells like blizzard, ice storm, lightning storm, whirlwinds, tornado, fire storms etc (plus they should not hit friendly NPCs cant explain how much it svcks to use storm shout and everyone gets hit by it in a city)
Alteration- Waterwalking, the ability to walk over water surfaces as if it's ground.
- Feather, increases your carry capacity for a period of time.
- Speed, a spell to boost your running speed.
- Flesh spells for other people, for use on followers etc. A mass flesh master spell could be used, giving ebonyflesh to all allies near you.
- Jump, increased jumping distance.
- Levitation.
- Open locks, with varying degrees of strength.
Waterwalking/feather/levitation/jump/flesh, arent really useable in real world. Sure being able to jump a thousand feet high is fun but unrealistic and ruins scale (flying in Azeroth ruined the game)
Since Alteration is combined with mysticism, id like to see more novelty spells like open lock, speed as mentiond. others would be
-detect trap
-detect magic source
-water breathing
-enhanced vision
-more charm effects
-Alter appearence
-Nightvision (actual night vision like see just as clear at night as day no blue crap from oblivion or green goggle effect)
stuff like that, usefull in application but not depended on
Illusion- Control, you have the ability to control an enemy for a period of time, they won't attack you, will fight for you and you can give them commands like followers.
- Demoralise, the opposite of courage for use against enemies, weakens their health/stamina/magicka. Also stronger variants that affect melee damage etc.
- Immobilise, similar to the paralyse spell but it paralyses the body from within the mind.
- Mass invisibility, invisibility spell for all allies close.
- Mass muffle, muffle for all allies close
i agree on the control and demoralise, the others are iffy. NPCs should act on their own, if you have a mage follower they should cast muffle to be silent. or you cast it if he cant, simply giving a mass effect to a spell dumbs down the unique effect of it entirely. If i had to create effects for illusion it may sound nerdy but i would have a genjutsu effect from naruto. Spells that create illusions and to break them for example. If i had a spell called Bee attack and casted it, the enemy would think hes getting attacked by bees, an illusion or if I was to get trapped in a illusion were i was chained down or immobolized by somthing, then i should have a spell that could cancel that. I think that would be a very unique aspect that would effect both magic, potions and enchanting. of course they would not last long, only a few seconds and they would not do dmg. the dmg would come after they have stunned you.
Conjuration- Summon lesser familiar, apprentice level spell summoning a sabre cat.
- Summon greater familiar, adept level spell summoning a bear.
- Summon lich, expert level spell.
- Summon skeleton, novice level spell. Possibly higher level spells for stronger skeletons.
- Summon dwarven spectre, expert level spell.
- Summon dremora mage, adept level spell.
- Summon wraith, similar to ice wraiths you encounter but all three of the elements, apprentice level spells.
- Summon dragon priest, master level spell, not a thrall, just a normal summon for a base 60 seconds. Dual cast able like the alteration master spell 'dragonhide'.
- Dire zombie, master level spell that acts like dread zombie, but a higher level allowing you to raise draugr deathlords and other high level non-humans that dead thrall doesn't work on. 60 second base duration dual cast able.
i dont believe that a conjurer should be able to summon the strongest beings like dragon priests. I like how it is now, they could add some like lich and zombie and such other than that its fine how it is
Restoration- Heal undead, two or three spells varying in strength that allow you to heal undead.
- Immense ward, expert level ward that gives you 100 base melee/magic shield.
- Dispel, removal of all positive effects. Used on enemies, removes effects like flesh spells.
- Regeration, increased health regeneration, could have a few spells of varied strength.
- Mass regeneration, master spell, regeneration effect for all allies in the vicinity.
- Spell absorption.
- Spell reflection.
- Fortify one hand, fortify archery, fortify two hand and fortify destruction (damage).
undead should never be able to be healed, they should fear light magic. Wards should act as a mages shield against both magic and melee and cost less mana, Dispel should be added, spell steal would be cool. removing spells like purge would be nice. Wards already absorb spells and fortify spells are tied to potions. The only thing i could ask for the resto tree would be
-an AoE healing circle
-or healing rain AoE
-bubble shields for invincibility (large mana cost, cant move)
-Resist X spells
-enchantments that effect healing like, Gloves heal 10 pts every 5 sec
-a saint spell that makes your char glow with light of a god and makes your attractivness inc aswell as your intel making all spells increase
so yea just my 2 cents