Okay, if they were to add Spell Crafting.

Post » Mon Jul 09, 2012 8:59 am

To start off I would like to say Spell making IS NOT necessary to make a good/powerful mage character.
I made powerful mages in OB/MW and never used spell making.

Although... It would be lots of fun!


PLEASE Provide ideas and I will update accordingly

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Have a Perk Tree for it: (not in any particular order)

-Spell Crafter (0/5) Crafted Spells are 20/40/60/80/100% more powerful.

-Arcane Tinkerer (0/2) Can combine 2/3 different effects from different Magic Schools (i.e. a Flame spell that also cast's a Ward ... Summon Atronach and cast Ironflesh)

-Insightful Mage Can dual cast different existing Spells

-(More ideas please)

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Other:
-A different Crafting Station. I think something that looks like a desk, covered with books and scrolls would look great. The station should only be found only in the College of Winterhold

-Instead of a spell costing money it should have a timed Magicka debuff and weakness to Magic: Reducing your magicka by half of the price of the spell for maybe three days and reduce Magic Resistance by 50% for one day

-1You would have to choose a type of casting method, like in Oblivion, there was On Touch, Target, Self Cast, and then I think conjuration spells had its own. But in Skyrim it would probably be like:

Projectile
Rune
Channeled
Self Cast
Conjure
and maybe one for spells that require a charge up, like all master spells


_____________________________________________________________________________________________________________________

The only way I see this being implemented into the game is through a Magic based DLC (obviously). Beth would have to add some more spells so there could be alot more variety. Perhaps the DLC would expand the College of Winterhold (the Midden) and allow you to help bring it to it's former glory, perhaps even add another Faction for Mages.



Takin' ideas from///
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W E I R D
 
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Post » Mon Jul 09, 2012 3:53 pm

.... This is possible the most interesting idea to implement Spell Creation I've ever heard. I whole heartily support this!
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Fam Mughal
 
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Post » Mon Jul 09, 2012 7:01 pm

Anything to add more depth to this game, I am all for it.
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Heather Dawson
 
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Post » Mon Jul 09, 2012 10:51 pm

No its not necessary. You can run around spamming conjuration all game and destroy everything. Its not about what's necessary. Its about the fact that spell creation was one of the most fun and rewarding elements of past TES games that I can think of.
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Flesh Tunnel
 
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Post » Mon Jul 09, 2012 7:42 pm

.... This is possible the most interesting idea to implement Spell Creation I've ever heard. I whole heartily support this!
Thank you :biggrin:


No its not necessary. You can run around spamming conjuration all game and destroy everything. Its not about what's necessary. Its about the fact that spell creation was one of the most fun and rewarding elements of past TES games that I can think of.

Yes, agreed. Thats also what I said...
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Julia Schwalbe
 
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Post » Mon Jul 09, 2012 8:23 am

Something like enchanting perks I suppose, fire damage more powerful, frost,shock,flesh spell, etc.
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Jah Allen
 
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Post » Mon Jul 09, 2012 10:08 pm

The day after they add spell crafting is the day the forums get flooded with "spellcrafting is op" threads.
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gemma
 
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Post » Mon Jul 09, 2012 10:58 pm

The day after they add spell crafting is the day the forums get flooded with "spellcrafting is op" threads.
Haha so true.
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Gracie Dugdale
 
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Post » Mon Jul 09, 2012 9:40 am

Well, I could kind of see it working if it was done similar to Oblivions, as in you work at a station in the mage's guild, and when you're done building your spell, and you have enough skill to make it, you spend x amount of gold. I'm not sure about a perk tree though. I don't think they want to add in any more perk trees.

You would have to choose a type of casting method, like in Oblivion, there was On Touch, Target, Self Cast, and then I think conjuration spells had its own. But in Skyrim it would probably be like:

Projectile
Rune
Channeled
Self Cast
Conjure
and maybe one for spells that require a charge up, like all master spells

And when you choose that, you choose the different effects that are applicable to the type of casting method. Effects like: Fire, Frost, Shock, Paralysis, Soul Trap etc. then you could choose the area of effect, maybe even the speed of the projectile.

Now whether they have plans to add spell making in, I wouldn't get my hopes up. Obviously they didn't design the spell system to support spell making, but I think it could be done, if they spent enough time with it.
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trisha punch
 
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Post » Mon Jul 09, 2012 7:46 pm

Now whether they have plans to add spell making in, I wouldn't get my hopes up. Obviously they didn't design the spell system to support spell making, but I think it could be done, if they spent enough time with it.

Todd and the gang couldn't even bring themselves to add a few new Destruction spells with Dawnguard, so I seriously doubt they'd put in the work needed to make spellmaking possible.The majority of people may find Destruction seriously weak and want spellmaking back, but I don't think Todd and the gang care.
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NAtIVe GOddess
 
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Post » Mon Jul 09, 2012 6:07 pm

Mages as a whole get shafted, since the only enchants they have are cost reduction and fortify magicka regen enchants. All this from a perk tree designed for mages.
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LijLuva
 
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Post » Mon Jul 09, 2012 9:27 am

I will replace perks of how strong is the spell into how much magicka it can reduced.

because when making spell you got the following:
* Magnitude
* Duration
* Area

your perk of "stronger" on the spells, can be difficult to implement into all 3 area. Instead I will prefer magicka cost reduced by perks
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Johnny
 
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