The Spellcrafting Thread

Post » Sat Jun 09, 2012 3:54 am

Not what you're thinking! Put on your game designer hats and come up with brand new Skyrim spells that weren't present in previous TES games. The more original, the better.

Toxic Cloud
(Conjuration, Adept level, 50 magicka cost)
The targeted plant, mushroom or corpse explodes into a toxic cloud which does 60 points of damage per second.

Overcharge
(Destruction, Novice level, 50 health and 50 magicka cost)
Your next direct damage spell has a chance to be a critical strike equal to your destruction skill level.
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m Gardner
 
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Post » Sat Jun 09, 2012 5:46 am

Blind,
Illusion, expert level
Makes a character blind for 30 seconds causing the person to run around like a headless chicken bumping into stuff.

Zombie
Conjuration, Master level, incredibly expensive
Makes a raised NPC into a zombie, every time he kills somebody that person will automatically be raised and start killing as well. Spell effect never wears off.
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priscillaaa
 
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Post » Sat Jun 09, 2012 7:37 am

Actually, when the CK comes out, I have been working on producing a Shaman type character magic system. It will use largely ritual magic that will require lengthy casting times but very long duration spells.

Examples would be:

Hide of the beast - 24 hour duration. Increases armor. Need a wolf hide which will be consumed upon casting.

Sabrecats strength - 24 hour duration. Increases carrying capacity and damage. Needs a couple sabrecat teeth.

Spirit Guide - Very long ritual must be performed with many different ingredients. Grants a spirit companion that can be summoned at no mana cost when needed.
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Tamara Dost
 
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Post » Sat Jun 09, 2012 3:34 am

Actually, when the CK comes out, I have been working on producing a Shaman type character magic system. It will use largely ritual magic that will require lengthy casting times but very long duration spells.

Examples would be:

Hide of the beast - 24 hour duration. Increases armor. Need a wolf hide which will be consumed upon casting.

Sabrecats strength - 24 hour duration. Increases carrying capacity and damage. Needs a couple sabrecat teeth.

Spirit Guide - Very long ritual must be performed with many different ingredients. Grants a spirit companion that can be summoned at no mana cost when needed.

Oooh, spells powered by reagents is a brilliant idea! Hope BGS's DLC team reads this thread :P.
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Rachell Katherine
 
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Post » Sat Jun 09, 2012 4:11 pm

Eldritch Mist

A low level conjuration spell that calls upon the dust remains of the ancient dead.
Upon casting mist will rise out of the ground and lash its tendrils at your enemy, lowering their defense and speed.
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Alexander Lee
 
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Post » Sat Jun 09, 2012 12:20 pm

Chezahochesh spell

It's effects change according to any and all of the player's ideas. Even the stupid ones. To cast it type in your wildest dream spell effects on a forum.

/thread
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Lucy
 
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Post » Sat Jun 09, 2012 12:01 am

Chickenstorm, summon a large group of chickens, they will attack enemies but their main feature is that they follow you.

Summon horse, dispelled if attacked but you can ask followers to use it.

Fortify jump, you jump higher.

Fortify pickpocket, increase pickpocket 100% but make an huge bang then cast and make you glow for the duration of the spell.

Open lock has the same negative effect as the pickpocket spell but might be more useful.

Call follower, summon current follower to your position, limited range, mainly to get them if stuck or unable to follow you.

Replay babble, non hostile spell who make an npc feel stupid and shut up for an long time, you can still enter dialogue with them.

Summon forge, summon an fire elemental so hot you can melt any ores on it.
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Hayley Bristow
 
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Post » Sat Jun 09, 2012 7:47 am

Just had a brand new idea: a spell school for warriors, Ki. Actually, they're not spells, but powers, that have no attribute cost but can only be activated once every four consecutive unarmed attacks. Powers are automatically unlocked at certain Ki levels. Some ideas for powers:

Momentum
(25 Ki)
Your next unarmed hit will be a critical strike.

Mind Over Body
(25 Ki)
Absorbs damage equal to your Ki level.
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Noraima Vega
 
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Post » Sat Jun 09, 2012 2:15 am

im sure they will add spell crafting with tha thaldmor/psijic order dlc that is inevitable
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Petr Jordy Zugar
 
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Post » Sat Jun 09, 2012 4:57 am

Chickenstorm, summon a large group of chickens, they will attack enemies but their main feature is that they follow you.

Summon horse, dispelled if attacked but you can ask followers to use it.

Fortify jump, you jump higher.

Fortify pickpocket, increase pickpocket 100% but make an huge bang then cast and make you glow for the duration of the spell.

Open lock has the same negative effect as the pickpocket spell but might be more useful.

Call follower, summon current follower to your position, limited range, mainly to get them if stuck or unable to follow you.

Replay babble, non hostile spell who make an npc feel stupid and shut up for an long time, you can still enter dialogue with them.

Summon forge, summon an fire elemental so hot you can melt any ores on it.

Really want the chickenstorm spell.
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Betsy Humpledink
 
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Post » Sat Jun 09, 2012 11:56 am

Definitely need Open Lock spells--with novice, apprentice, adept, and master levels.
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David John Hunter
 
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Post » Sat Jun 09, 2012 2:20 am

Magic Focus: Targeted spell
Effect: all ranged destruction spells will home towards effected target.


so my imba awesome spell of kick ass isnt wasted on a cliff :D
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louise fortin
 
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Post » Sat Jun 09, 2012 11:14 am

Zombie
Conjuration, Master level, incredibly expensive
Makes a raised NPC into a zombie, every time he kills somebody that person will automatically be raised and start killing as well. Spell effect never wears off.

That's cool but soon Tamriel would resemble a medieval Dawn of the Dead.
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Melanie Steinberg
 
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