New spell ideas, let's make a list.

Post » Sat Jun 09, 2012 3:18 pm

I don't know much of previous games spells, I'm sure many people do and would like the return of some. Any ideas you have, or thoughts for/against the spells listed below.


Destruction
  • Wind spells, weak to earth.
  • Earth spells, weak to wind.
  • Water spells, strong against fire, weak to shock.
  • Holy/light spells. Stronger use against undead/dremora etc.
  • Dark spells. Could work in a similar way to the skull of corruption.
  • More aoe master spells such as hurricane, more master spells for each element. Flame storm for example, similar effect as lightning storm but with fire.
  • Curses, damage over time spells.
  • Disintegrate armor/weapon spells.
  • Leech life, absorbs health from the enemy. Leech magicka, absorbs magicka from the enemy. Leech stamina, absorbs stamina from the enemy.


Alteration
  • Waterwalking, the ability to walk over water surfaces as if it's ground.
  • Feather, increases your carry capacity for a period of time.
  • 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.
  • Levitation.
  • Open locks, with varying degrees of strength - novice, apprentice, adept, expert and master level spells for each lock.
  • More detect spells, such as detect traps, treasure and magic source.
  • Tracking spell, allowing you to track npcs on the map, it could give you a 30m radius in which the npc is located.


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.
  • Soul vision, the ability to see through the enemies eyes, higher level spells will be able to control head movement etc. Possibly have a master level spell that allows you to control the enemy completely from a hidden position, so you can fight the enemy with someone else's body.
  • Mass invisibility, invisibility spell for all allies close.
  • Mass muffle, muffle for all allies close.


Conjuration
  • Clone spell, creates a clone of you acting as a decoy for enemies attacks.
  • 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.


Restoration
  • Regeration, increased health regeneration, could have a few spells of varied strength.
  • Mass regeneration, master spell, regeneration effect for all allies in the vicinity.
  • Immense ward, expert level ward that gives you 100 base melee/magic shield.
  • Resist magic/fire/shock etc spells.
  • Dispel, removal of all positive effects. Used on enemies, removes effects like flesh spells.
  • Fortify one hand, fortify archery, fortify two hand and fortify destruction (damage).
  • Jump, increased jumping distance.
  • Speed, a spell to boost your running speed.
  • Spell absorption.
  • Spell reflection.
User avatar
Irmacuba
 
Posts: 3531
Joined: Sat Mar 31, 2007 2:54 am

Post » Sat Jun 09, 2012 2:31 pm

I don't think Alteration should get all those effects; as it is it's already one of the better schools in comparison to say, Restoration. I think spell absorb and reflect should go to Restoration, since the wards are themed as a "block magic" type effect. I mostly want to see old spells come back, some of which you mentioned like spell absorb, but also dispel magic, lock/unlock (think it's kinda stupid that a level 60 archmage who can bend the very fabric of reality still has to bend over and fiddle with lockpicks to open a novice-level chest)

I'd also like to see some new Master spells:

Alteration:
Mass Flesh spell (flesh spell for yourself and nearby allies)

Restoration:
Ward Shell (same as Greater Ward but completely covers you on all sides and maintains itself so you can do other things with that hand)
Mass Regeneration (Self-Sustaining heal effect for player and nearby allies that lasts for a long time, a la the Histskin argonian ability but for multiple people)

Illusion:
Mass Invisibility, Mass Muffle

Conjuration: Actually, I think the master spells are fine. I do think we should be able to have bound version of all the daedric weapons and armor like we used to have.
User avatar
Michelle Serenity Boss
 
Posts: 3341
Joined: Tue Oct 17, 2006 10:49 am

Post » Sat Jun 09, 2012 3:59 pm

Open Locks. I'm real tired of the lockpicking mini game at this point.
User avatar
Javaun Thompson
 
Posts: 3397
Joined: Fri Sep 21, 2007 10:28 am

Post » Sat Jun 09, 2012 10:09 am

I don't think the engine could handle Water spells the way you see them. Maybe I'm wrong though. It'd be cool though.

As for Wind in destruction, I think it overlaps too much with the greybeards and domain of Kyne. In a way, that is their school of magic. If you look at Shouts, many of them are wind based as it is.
User avatar
Jessie
 
Posts: 3343
Joined: Sat Oct 14, 2006 2:54 am

Post » Sat Jun 09, 2012 4:58 pm

Read my signature.
READ IT!

Alteration needs Tinur's Hoptoad (i.e. the Jump spell) and Levitation back.

But all those other suggestions? Many of them sounded... Heretical.

We need the school of Mysticism back, IN all its original glory... WITH its Soul Trap, Telekinesis, Absorb spells, Reflect spells, Detect spells, Dispel and of course the Teleportation spells all returned to it.

The three main spells I used back in my Morrowind days were Tinur's Hoptoad, Recall and a targeted Absorb Health... followed closely by Almsivi Intervention and Divine Intervention (the former of which could be replaced with Daedric Intervention or whatever if necessary)...
User avatar
Marnesia Steele
 
Posts: 3398
Joined: Thu Aug 09, 2007 10:11 pm

Post » Sat Jun 09, 2012 11:14 am

Yeah SotiCoto, in previous games I always played a Mystic a master of the Mysticism school...enemy mages couldn't touch him, he'd just absorb or reflect their power, then absorb their health till they were dead, then teleport back home. *sigh*
User avatar
LittleMiss
 
Posts: 3412
Joined: Wed Nov 29, 2006 6:22 am

Post » Sat Jun 09, 2012 12:53 pm

Okay, changed the spells around a little and added some of the suggestions. Which ideas don't you like, say and I will remove them, they were just ideas.

Do people think teleportation should be under illusion or alteration? Possibly different spells that do a similar effect, illusion could make them think you are still in the same position.
User avatar
Syaza Ramali
 
Posts: 3466
Joined: Wed Jan 24, 2007 10:46 am

Post » Sat Jun 09, 2012 5:38 pm

Heal undead doesn't make much sense. In all other games and lore, healing them should do damage. Which is something I would like to see.

As for a spell idea I want a candlelight spell that that costs something like 100 mana so I don't have to keep casting that spell every other second.
User avatar
Max Van Morrison
 
Posts: 3503
Joined: Sat Jul 07, 2007 4:48 pm

Post » Sat Jun 09, 2012 9:54 pm

Heal undead doesn't make much sense. In all other games and lore, healing them should do damage. Which is something I would like to see.

As for a spell idea I want a candlelight spell that that costs something like 100 mana so I don't have to keep casting that spell every other second.
I see your point, but it would be nice to be able to heal your summons, it could be a completely different spell compared to healing humans.
User avatar
Andy durkan
 
Posts: 3459
Joined: Fri Aug 03, 2007 3:05 pm

Post » Sat Jun 09, 2012 10:24 pm

One thing people don't realize is how the game was developed. They think the developers simply forgot to add a bunch of stuff. They didn't. They knew their environment and worked to make the best game they could within it. It wasn't time which made them limit the spells in the different areas, and it wasn't oversight. They knew that adding more here would mean they would have to take something else out over there. It's fun to speculate on what you would like to add, but realize that you're not working with the constraints that the original designers had on them.
User avatar
Naughty not Nice
 
Posts: 3527
Joined: Sat Nov 04, 2006 6:14 am

Post » Sat Jun 09, 2012 10:39 pm

I don't know much of previous games spells, I'm sure many people do and would like the return of some. Any ideas you have, or thoughts for/against the spells listed below.


Destruction
  • Wind spells- akavir magic iirc.
  • Earth spells- akavir magic iirc.
  • Water spells-water spell dont exist i think, but maybe moarmer know it.
  • Holy spells-i know a deadric pricne that would make these spells
  • Dark spells- never heard of it, but if it exists the sload would know it

Alteration
  • Invisibility- it is an illusion spell, you dont become litarally see-through (which is the onyl way it could be in alteration) people just dont have teh abilit to notice you
  • Muffle- see invisibility.
  • Waterwalking- had it, need it back
  • Feather- had it, need it back
  • Fortify one hand, fortify archery, fortify two hand and fortify destruction (damage)- this is a restoration spell that we had, need it back
  • Speed, a spell to boost your running speed- restoration spell that we need back
  • Flesh spells for other people, for use on followers etc.- we had different ways to cast beofre when we had spell creation, need it back

Illusion
  • Control- had it
  • Demoralise- have it, and should not be changed since this is illusion and not destruction (which damages stats)
  • Immobilise- this is paralyse and illusion is the school is belongs in
  • Ignore, the enemy ignores you completely- it is called a calm spell, and it makes them totally passive no matter what

Conjuration
-snip- the more summons the better


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- mysticism spell
  • 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- mysticism spell
  • Spell reflection- this is a mysticism spell

just a few responses to your ideas, most are pretty good. i want mark+recall back and the entire mysticism school, i also think we should be able to learn akavir magic and moarmer magic, and alyids used magic derived directly from the stars (although this is just a theory of mine, the base of it is a book that describes the stones they made, i forgo twhat the book is called if i rememebr i'll post it) we shoudl be able to research (and eventually use) that magic aswell
User avatar
James Shaw
 
Posts: 3399
Joined: Sun Jul 08, 2007 11:23 pm

Post » Sat Jun 09, 2012 11:02 am

Yeah SotiCoto, in previous games I always played a Mystic a master of the Mysticism school...enemy mages couldn't touch him, he'd just absorb or reflect their power, then absorb their health till they were dead, then teleport back home. *sigh*
What is there to sigh about?
Mysticism was amazing. Was the best thing ever. Made Morrowind a whole heap of fun!
User avatar
Mandi Norton
 
Posts: 3451
Joined: Tue Jan 30, 2007 2:43 pm

Post » Sun Jun 10, 2012 1:05 am

just a few responses to your ideas, most are pretty good. i want mark+recall back and the entire mysticism school, i also think we should be able to learn akavir magic and moarmer magic, and alyids used magic derived directly from the stars (although this is just a theory of mine, the base of it is a book that describes the stones they made, i forgo twhat the book is called if i rememebr i'll post it) we shoudl be able to research (and eventually use) that magic aswell
Well if you have some more lore accurate destruction elements/spells, I will replace mine.

Speed as restoration? It surely should be alteration, but I've moved a few of them around. I was going to add a mysticism magic school, but those spells you suggested are entirely plausible as the ones they're in now imo.
User avatar
Matthew Warren
 
Posts: 3463
Joined: Fri Oct 19, 2007 11:37 pm

Post » Sat Jun 09, 2012 1:20 pm

To keep it very short....

All spells from Oblivion and Morrowind. That covers most of it.

Dremora Form: 1 spell that summons all the different pieces of bound armor. Yes you could technically do it in Morrowind but the cost would be insane, and could be done in Oblivion, but I think it should be a spell you don't have to use spell making to do.

Conjuration change: Instead of cast, lasts 60 seconds, magic recharges to full I think summons should be a constant drain on your magic but the spell continues till you decide to end it. So if it cost 40 magic your magic would drop by 40 and the summon would remain till you ended it but your magic would not completely refill, it would stop recharging 40 points below the max. Effectively makes every summon a thrall, but it would be better than constantly casting the spell as you make it through a dungeon. Honestly most fights don't last 60 seconds with the exception of dragons, you have a small fight, then recast spells, then go to the next fight, so its not like the 60 seconds effects individual battles, it just makes it more work for the player to prepare for each fight.
User avatar
Cameron Garrod
 
Posts: 3427
Joined: Sat Jun 30, 2007 7:46 am

Post » Sat Jun 09, 2012 12:43 pm

Well if you have some more lore accurate destruction elements/spells, I will replace mine.

Speed as restoration? It surely should be alteration, but I've moved a few of them around.

speed is an attribute, restoration raises attributes, so yep, speed as restoration. the parts about destruction may not be 100% accurate, it was some things i heard on the forum (the akavir system of magic is just somehting i heard on the forums), but moarmer have their own system of magic (i think noone else uses the spells they do), all i know for sure about it is they use it to control sea serpents, i think we should be able to learn what other magic they use and use it for ourselves
User avatar
+++CAZZY
 
Posts: 3403
Joined: Wed Sep 13, 2006 1:04 pm

Post » Sat Jun 09, 2012 6:56 pm

midas already addded

unlock spells for all lock types
speed
and feather :D

<3 midas
User avatar
Meghan Terry
 
Posts: 3414
Joined: Sun Aug 12, 2007 11:53 am

Post » Sat Jun 09, 2012 9:57 am



speed is an attribute, restoration raises attributes, so yep, speed as restoration. the parts about destruction may not be 100% accurate, it was some things i heard on the forum (the akavir system of magic is just somehting i heard on the forums), but moarmer have their own system of magic (i think noone else uses the spells they do), all i know for sure about it is they use it to control sea serpents, i think we should be able to learn what other magic they use and use it for ourselves
But you could interpret moving faster as a 'physical manipulation of the real world', I'll move it to restoration though, it seems more coherent with previous games.

Hmm, well okay. The destro ideas above are completely of the top of my head, it would be better to have more correct elements in terms of lore.
User avatar
matt oneil
 
Posts: 3383
Joined: Tue Oct 09, 2007 12:54 am

Post » Sat Jun 09, 2012 10:07 pm

midas already addded

unlock spells for all lock types
speed
and feather :D

<3 midas
So a novice, apprentice, adept, expert and master level open lock spell. The warriors would need something similar though, some form of bash lock. It would be much better to combine lockpick and pickpocket into larceny, they are both pretty useless skills in terms of perks.
User avatar
Emily Rose
 
Posts: 3482
Joined: Sat Feb 17, 2007 5:56 pm

Post » Sat Jun 09, 2012 6:22 pm

But you could interpret moving faster as a 'physical manipulation of the real world', I'll move it to restoration though, it seems more coherent with previous games.

Hmm, well okay. The destro ideas above are completely of the top of my head, it would be better to have more correct elements in terms of lore.

at least 3 of those (earth, air and light) exist it think (if you want to be sure you could ask about magic in the lore forums), the others could have a possiblity of existing with the sload and moarmer
User avatar
Rebecca Clare Smith
 
Posts: 3508
Joined: Fri Aug 04, 2006 4:13 pm

Post » Sat Jun 09, 2012 11:54 pm

I don't know much of previous games spells, I'm sure many people do and would like the return of some. Any ideas you have, or thoughts for/against the spells listed below.
  • Heal undead, two or three spells varying in strength that allow you to heal undead.

Doesn't make much sense unless it's something a Death Coil spell. Consume Undead might work out better lore-wise. It could work where you instantly kill any or all summoned dead by the caster and heal/shield him/her for a short period of time.
User avatar
Miguel
 
Posts: 3364
Joined: Sat Jul 14, 2007 9:32 am

Post » Sat Jun 09, 2012 7:25 pm

almost all spells could do with both out and in casts, each aplicable type would have 3-5 different guages all of which should scale with the user, strength of effect should depend on magic skill where as aoe and project range should effect magica usage:

touch- (requires the least magica as it doesnt project, so at high level should be the most powerful, useful for sneak attacks and applying spells to one enemy but not another close by accuratly, also to give allies possitive effects like invisability.)
cone- (mainly for offensive spells as its uses now, low cost but can be held to keep it up using magica up as you go)
projection- (medium cost reduced strength untill medium level, can be charged to increase power)
projection aoe- (high cost reduced strength untill high level, can be charged to increase power an aoe)
massive on self aoe- (very high cost reduced strength untill very high lvl, can be charged to increase power and aoe)

id prefer this way, it adds more versatiliy to your spells and makes sense imo.
User avatar
Syaza Ramali
 
Posts: 3466
Joined: Wed Jan 24, 2007 10:46 am

Post » Sat Jun 09, 2012 10:38 am

I would love a Clone or Polymorph spell.

Absolutely love.
User avatar
Eliza Potter
 
Posts: 3481
Joined: Mon Mar 05, 2007 3:20 am

Post » Sat Jun 09, 2012 9:48 am

I would love a Clone or Polymorph spell.

Absolutely love.
Could be interesting, under illusion. Fools the enemy into thinking there is 20 of you, so is left attacking empty space, I'll add it to the list.
User avatar
Jack
 
Posts: 3483
Joined: Sat Oct 20, 2007 8:08 am

Post » Sat Jun 09, 2012 9:44 pm

Could be interesting, under illusion. Fools the enemy into thinking there is 20 of you, so is left attacking empty space, I'll add it to the list.

No no, an actual Clone.

Basically like Summon Familiar, but perhaps weaker in Health, mainly used as a set up spell :smile:

And Polymorph is a shapeshifting spell.
User avatar
Anthony Rand
 
Posts: 3439
Joined: Wed May 09, 2007 5:02 am

Post » Sun Jun 10, 2012 1:52 am



No no, an actual Clone.

Basically like Summon Familiar, but perhaps weaker in Health, mainly used as a set up spell :)
Ah okay, a conjuration spell, sounds good.
User avatar
Sierra Ritsuka
 
Posts: 3506
Joined: Mon Dec 11, 2006 7:56 am

Next

Return to V - Skyrim