Spells that really should have made the cut.

Post » Fri Jun 15, 2012 2:29 am

Alteration:

Levitate, Expert: Can not gain altitude, slowly lose altitude.

Cushion, Adept: Take 75% less damage from falls.

Force, Adept: Normal cast stuns enemy, same as Fus. Dual cast stuns enemy like Fus Ro.

Elemental shields, Apprentice-Master: Like Flesh spells but for elemental protection.

Spell Absorption, Expert-Master: 15% Spell absorption and 30% respectively.

Gravity Fields, Adept-Expert: Eveything moves slower in area of effect.

Dispel, Apprentice-Expert: Dispel 50-100 points worth of spell effects on others and yourself.

Restoration:

Detect spells should be restoration! Control over Life forces, detect life. Makes more sense than Alteration.

Cure Disease, Expert: Cure disease.

Cure Poison, Adept: Cure poison.

Vigour: Fortify Health and Health Regen. (Same with Stamina with Respite perk)

Intellect: Fortify Magika and Magika Regen.

Changing Health to Magika spell should be Restro.

Absorb spells, Apprentie-Expert: Absorb your enemies life forces.

Illusion:

Charm, Adept: Temporarily make an NPC a friend.

Enslave, Apprentice-Master: Take control over a range of levels of enemies, making them your servants for a time.

Command, Adept-Master: Step into the body of your foe and control them remotely.

Destruction:

Non-elemental magics, raw damage which costs high Magika to channel but is rarely resisted and has a chance to stun. In all the various forms. Novice-Master.

Conjuration:

Summon scamp, Apprentice: Summon a scamp.

Summon clanfear, Adept: Summon a clanfear.

Summon Deadroth, Expert: Summon a Daedroth.

Summon Golden Saint/Dark Seducer, Expert: Summon a GS/DS.

Summon Flesh Atronach, Adept: Summon FA.

Summon Spectral Animals, Novice-Master: Wolf, Bear, Sabre Cat, Mammoth, Dragonling.


I could go on...

Discuss and add your own!








User avatar
Nims
 
Posts: 3352
Joined: Thu Jun 07, 2007 3:29 pm

Post » Fri Jun 15, 2012 12:48 am

Unlock objects...Oh wait.
User avatar
emily grieve
 
Posts: 3408
Joined: Thu Jun 22, 2006 11:55 pm

Post » Fri Jun 15, 2012 4:35 am

Oh of course! How did I forget. Shouldn't be as effective as lockpicking though.
User avatar
Soku Nyorah
 
Posts: 3413
Joined: Tue Oct 17, 2006 1:25 pm

Post » Fri Jun 15, 2012 8:21 am

Night eye. :confused:
User avatar
Bigze Stacks
 
Posts: 3309
Joined: Sun May 20, 2007 5:07 pm

Post » Fri Jun 15, 2012 4:20 am

Oh of course! How did I forget. Shouldn't be as effective as lockpicking though.
Thing is that spell was lost with that school silly bethesda taking one of the spells I really loved.
User avatar
stevie critchley
 
Posts: 3404
Joined: Sat Oct 28, 2006 4:36 pm

Post » Fri Jun 15, 2012 1:18 pm

some of them I definetly like. but some of the alteration spells are in-game as passive affects


I've recently began to go into Magic a lot more and would love to see this
User avatar
Matt Terry
 
Posts: 3453
Joined: Sun May 13, 2007 10:58 am

Post » Fri Jun 15, 2012 9:58 am

Waterwalking
Waterbreathing
User avatar
Alex Vincent
 
Posts: 3514
Joined: Thu Jun 28, 2007 9:31 pm

Post » Fri Jun 15, 2012 3:34 pm

weakness to magic and to all the freaking elements. How I miss them...
User avatar
Conor Byrne
 
Posts: 3411
Joined: Wed Jul 11, 2007 3:37 pm

Post » Fri Jun 15, 2012 3:18 am

Levitate was never really an option because of the way it affects world/dungeon/level design. I know a lot of us are only thinking of using it for quicker travel, sight seeing, etc., but the fact is, it creates a lot of exploits -- being able to reach areas that either aren't meant to be reached at all, or are only meant to be reached after travelling through a difficult dungeon; avoiding physical barriers, and thereby forcing Bethesda to create more immersion-breaking invisible walls, etc. I'd love Levitation to be sure, but I definitely realize why it was a good call not to put it in the game.

I wish they would bring back Mark and Recall though. Seems like it'd be pretty much impossible to abuse, but it has a lot of good uses IMO.
User avatar
Nancy RIP
 
Posts: 3519
Joined: Mon Jan 29, 2007 5:42 am

Post » Fri Jun 15, 2012 5:04 am

Hopefully they will release a spell tomes dlc that will add a good few dozen spells, like they did for Oblivion
User avatar
x_JeNnY_x
 
Posts: 3493
Joined: Wed Jul 05, 2006 3:52 pm

Post » Fri Jun 15, 2012 4:02 am

Waterwalking
Waterbreathing
The thing I loved most about oblivion was having an enchantment which meant that I would just walk across a lake with ease. I felt like Jesus
User avatar
Anna Krzyzanowska
 
Posts: 3330
Joined: Thu Aug 03, 2006 3:08 am

Post » Fri Jun 15, 2012 9:05 am

Waterwalking
Waterbreathing
Well waterbreathing is in the game as a spell as a adept alteration spell but it would be great to have water walking again.
User avatar
City Swagga
 
Posts: 3498
Joined: Sat May 12, 2007 1:04 am

Post » Fri Jun 15, 2012 6:51 am

There should be all of the conjugation spells from previous TES games. Disappointed that in Skyrim you only get frost shock and fire atronoches and a dremora. I want shambles, flesh atronaches, xilifia, clanfear, daedroth, scamps, dark seducers, golden saints and hungers. Hopefully in a dlc.
User avatar
JR Cash
 
Posts: 3441
Joined: Tue Oct 02, 2007 12:59 pm


Return to V - Skyrim