New spell ideas, let's make a list.

Post » Sun Jun 10, 2012 1:19 am

Ah okay, a conjuration spell, sounds good.

And then Polymorph would be Alteration, not Illusion.
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Nienna garcia
 
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Post » Sat Jun 09, 2012 11:04 pm

And then Polymorph would be Alteration, not Illusion.
Shape shifting into what though?
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Franko AlVarado
 
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Post » Sat Jun 09, 2012 2:47 pm

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.

Well something similar already exists in the game - the Wabberjack. I'm positive a spell like this will come out after the CK.
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Queen
 
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Post » Sat Jun 09, 2012 5:34 pm

Shape shifting into what though?

You could potentially shape change into many, many things.

We could limit it to wild animals, like Wolves, Saber Cats, Bears, etc.

Or expand it out to include things like Trolls, Spriggens, Vampires, etc.

And the Polymorph could grant one trait or ability in that form.

So like Wolves would get more speed, Saber Cats get a bonus to Stealth, Bears get a bonus to Health, etc.
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YO MAma
 
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Post » Sat Jun 09, 2012 1:15 pm

Well something similar already exists in the game - the Wabberjack. I'm positive a spell like this will come out after the CK.
Not to keen on a morph spell, the wabbajack is more of a novelty. Useful for resetting your followers on console though ha.
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Jade MacSpade
 
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Post » Sat Jun 09, 2012 8:56 pm

Oh!

Tracking Spell. Cast the spell on an NPC, your horse, Follower, etc to have them remain on your minimap for a lengthy duration.

Would be good RP wise for the players who don't want to use the quest markers to locate NPCs.
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Sam Parker
 
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Post » Sat Jun 09, 2012 12:59 pm

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
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Roberto Gaeta
 
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Post » Sat Jun 09, 2012 11:00 am

This may sound really dumb but It's just a thought, I was wondering what you guys would think if there were a whole set of spells called debug. They would do the following:
- these spells would all be mostly for console users, making them able to perform some functions that can weave them out of any issue/bug/glitch or provide information on a querry
- they could do things like reset npc location (making any NPCs that might have disappeared reapear.), redrop (drop you from the sky or off ground level in attempt to possibly work your way out of spots when you get stuck), locate follower (just marks them on a waypoint), etc. I am sure there are many more spell ideas, these would not really be for gameplay, but would possibly add some of the goodness that comes with the console commands on PC, and allow users to fix smaller issues that aren't going to be patched anytime soon

Here is a full list of my debug spell ideas that I previously described... Please add and respond if the idea interests you!
NPC location reset
Locate Follower
Redrop at Location

As for bethesda:
-could be an investment (less time spent on patching because people could fix their own issues)
-less money spent on customer support - more spent on development of new content as opposed to tweaking of old content
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vanuza
 
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Post » Sat Jun 09, 2012 9:20 pm

Added a few more ideas to the list, nice input there ares. But quite a few of your points are in the game in the form of shouts, and some of the spells are already in game, such as circle of protection and guardian circle.

I think summoning a dragon priest is viable for a master conjurer, it would cost a hefty amount of magicka and would last as long as normal summons.
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loste juliana
 
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Post » Sat Jun 09, 2012 11:12 am

Added a few more ideas to the list, nice input there ares. But quite a few of your points are in the game in the form of shouts, and some of the spells are already in game, such as circle of protection and guardian circle.

I think summoning a dragon priest is viable for a master conjurer, it would cost a hefty amount of magicka and would last as long as normal summons.
i wasent talking about skyrim, the shouts are there yes. but its not like we are going to be dragonborn in the next game. didnt know that was in there :)
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Stacy Hope
 
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Post » Sat Jun 09, 2012 9:18 pm

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)
Lolwut?!
They'd be the most useful spells imaginable. Heaps more useful than freakin disintegration spells. Who honestly wants to destroy the loot you're actually killing the enemies for?
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Ross Thomas
 
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Post » Sat Jun 09, 2012 7:54 pm

This may sound really dumb but It's just a thought, I was wondering what you guys would think if there were a whole set of spells called debug. They would do the following:
- these spells would all be mostly for console users, making them able to perform some functions that can weave them out of any issue/bug/glitch or provide information on a querry
- they could do things like reset npc location (making any NPCs that might have disappeared reapear.), redrop (drop you from the sky or off ground level in attempt to possibly work your way out of spots when you get stuck), locate follower (just marks them on a waypoint), etc. I am sure there are many more spell ideas, these would not really be for gameplay, but would possibly add some of the goodness that comes with the console commands on PC, and allow users to fix smaller issues that aren't going to be patched anytime soon

Here is a full list of my debug spell ideas that I previously described... Please add and respond if the idea interests you!
NPC location reset
Locate Follower
Redrop at Location

As for bethesda:
-could be an investment (less time spent on patching because people could fix their own issues)
-less money spent on customer support - more spent on development of new content as opposed to tweaking of old content
Not as spells no, god no.

I see your point though, unfortunately I believe it's more complicated than to just add the 'console command' system to consoles. I don't have problems (xbox) in my game, pretty bug free.
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Ash
 
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Post » Sat Jun 09, 2012 10:17 am

i wasent talking about skyrim, the shouts are there yes. but its not like we are going to be dragonborn in the next game. didnt know that was in there :)
Well this was about skyrim, it's in the skyrim forum. Some decent ideas you had though. :smile:
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Talitha Kukk
 
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Post » Sat Jun 09, 2012 5:07 pm

Restoration: "Stats" - able to read an NPCs stats from a distance. Maybe in several levels to view only friendly NPCs, enemies, undead, and daedra. Hold-spell-to-reveal-stat effect, where you get a description of the NPCs level, weaknesses, and bonuses. The idea is for mages to better plan the attack based on what they are facing.

Mysticism: "Identify" - bring back daggerfall's hidden magical effects until paid for the identify service (we need more things to use money on anyway). With mysticism gone I don't know what school to assign it to though. Same can be said for smithing and material identification - make it a smithing perk or sell items at iron prices. Too bad each material holds unique designs though, rather than letting us decide on a design and material independently during crafting.

Illusion - "NPC View" - target some NPC and while in visible contact (not behind walls) you get to see what the NPC is seeing. Early entry spell with no scaling, although maybe one version which doesn't require contact later on. I chose to put this on in Illusion as it can also benefit illusion thieves - "do I need to enter that room, does it appear to have any good loot"? Early mages can plan traps and positions better based on the input they get, although later on alteration's more powerful detect spells may be preferred even if it doesn't provide the same kind of details - good for RP I guess.
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JeSsy ArEllano
 
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Post » Sat Jun 09, 2012 7:22 pm

Lolwut?!
They'd be the most useful spells imaginable. Heaps more useful than freakin disintegration spells. Who honestly wants to destroy the loot you're actually killing the enemies for?

loot in all TES is irrelevent unless its an artifact, Feather allows more carrying space wich makes looting mean nothing. jumping at great heights is flashy, and player centered to make it mean somthing, NPCs should be allowed to jump, and i believe that people would hate seeing NPCs bounce everywhere like frogs. Waterwalking like feather is not usefull unless theres somthing pratical to use it for, Skyrim barely has water, so you dont really need it, OB had the main city surrounded by water so it was usefull, MW had cities surrounded by water.
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Oscar Vazquez
 
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Post » Sat Jun 09, 2012 1:09 pm

Restoration: "Stats" - able to read an NPCs stats from a distance. Maybe in several levels to view only friendly NPCs, enemies, undead, and daedra. Hold-spell-to-reveal-stat effect, where you get a description of the NPCs level, weaknesses, and bonuses. The idea is for mages to better plan the attack based on what they are facing.

Mysticism: "Identify" - bring back daggerfall's hidden magical effects until paid for the identify service (we need more things to use money on anyway). With mysticism gone I don't know what school to assign it to though. Same can be said for smithing and material identification - make it a smithing perk or sell items at iron prices. Too bad each material holds unique designs though, rather than letting us decide on a design and material independently during crafting.

Illusion - "NPC View" - target some NPC and while in visible contact (not behind walls) you get to see what the NPC is seeing. Early entry spell with no scaling, although maybe one version which doesn't require contact later on. I chose to put this on in Illusion as it can also benefit illusion thieves - "do I need to enter that room, does it appear to have any good loot"? Early mages can plan traps and positions better based on the input they get, although later on alteration's more powerful detect spells may be preferred even if it doesn't provide the same kind of details - good for RP I guess.
1)Hm, doesn't really seem fitting for in game though, having a list of the enemies weaknesses and health stats would popping up would be a bit immersion breaking.

2)Not really sure I understand this, rather unclear, what exactly does the spell do?

3)Nice idea, I'll add it to the list.
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suniti
 
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Post » Sat Jun 09, 2012 11:29 am

Is there a Magicka Leech spell?

Take Magicka from opponent and refill your Health or Stamina.

We could get some very interesting spells...

Leech enemy Magic Resist and add it to your own.

Leech damage.

Etc.
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Rhiannon Jones
 
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Post » Sat Jun 09, 2012 3:48 pm

loot in all TES is irrelevent unless its an artifact, Feather allows more carrying space wich makes looting mean nothing. jumping at great heights is flashy, and player centered to make it mean somthing, NPCs should be allowed to jump, and i believe that people would hate seeing NPCs bounce everywhere like frogs. Waterwalking like feather is not usefull unless theres somthing pratical to use it for, Skyrim barely has water, so you dont really need it, OB had the main city surrounded by water so it was usefull, MW had cities surrounded by water.
It's not irrelevant at all, it's the main source of income.

Have you even played the game? There is plenty of water, the sea surrounds solitude on the east side. Those spells are being kept in, they were in previous games and they work well, provide more variation.
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Micah Judaeah
 
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Post » Sun Jun 10, 2012 12:54 am

It's not irrelevant at all, it's the main source of income.

Have you even played the game? There is plenty of water, the sea surrounds solitude on the east side. Those spells are being kept in, they were in previous games and they work well, provide more variation.

main source of income? perhaps, but its not like if you by chance completely destroy an enemys weap/armor thats its lost forever, you can always find it again or buy it from shops, which makes looting a chore instead of exciting. Skyrim has water sure, but as said its not enough to have a spell that would change the game. The Sea may be there, but there is not enough quests or islands to make full use of that spell, streams and lakes arent major to incorperate it either. it is a fun spell no doubt, but asking if id rather have a cool fire storm spell or a fun water walking spell, id choose the storm
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Laurenn Doylee
 
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Post » Sun Jun 10, 2012 1:50 am

1)Hm, doesn't really seem fitting for in game though, having a list of the enemies weaknesses and health stats would popping up would be a bit immersion breaking.

2)Not really sure I understand this, rather unclear, what exactly does the spell do?

3)Nice idea, I'll add it to the list.

1) Have it either in textual form or list based. And if you don't like the spell, don't use it. Could well be coupled with more beastiary books that describe more in detail (and correctly) these things. Some may choose to remember what they read, others write down what they read (due no ingame writing possibilities), and some may choose a spell to reveal it there and then.

2) Think how Daggerfall used to be, you don't get to know everything about everything automatically, but involved a bit of work and cost depending on status with the mages guild: http://www.uesp.net/wiki/Daggerfall:Item_Identification
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Alexandra Louise Taylor
 
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Post » Sat Jun 09, 2012 9:42 pm

Destruction
Thunderfist- adds electricity elemental damage to hand to hand combat
Flame fist- adds fire elemental damage to hand to hand combat
Ice fist- covers the casters hands with iceblocks
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Richard
 
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Post » Sat Jun 09, 2012 9:49 pm

I just want some more conjuration spells.
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Pawel Platek
 
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Post » Sat Jun 09, 2012 9:51 am

I just want some more conjuration spells.
I've added quite a few, elemental wraiths, dragon priests, dwarven spectre etc. Any more ideas?
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Motionsharp
 
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Post » Sat Jun 09, 2012 2:58 pm

Personally I would like to see, command humanoid come back, Resurrect as itis in console, I know this has been done by midus, but it would be nice if beth put it in, I don`t want all of midus`s magic. I found that a lot of the illusion spells were pretty usless as they only effect up to level 25.
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Jhenna lee Lizama
 
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Post » Sat Jun 09, 2012 12:34 pm

Personally I would like to see, command humanoid come back, Resurrect as itis in console, I know this has been done by midus, but it would be nice if beth put it in, I don`t want all of midus`s magic. I found that a lot of the illusion spells were pretty usless as they only effect up to level 25.
I already have something similar in the list.

Also you can make illusion spells go up to level 70, so your not doing it right. You can use the basic fury/calm/fear dual casted on pretty much everything you come across with the right perks, even when you are level 50+ where enemies stop scaling. I can use the mayhem spell as a necro vampire and it affects everything, draugr deathlords or bandits, everything that isn't immune.
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Chantelle Walker
 
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