Spells I want back

Post » Fri Jun 08, 2012 12:53 am

The magic system on Skyrim has been improved massively and i am loving it like never before. However they keep taking spells out of the games. They did it with oblivion and now with skyrim and some of those spells make far more sense in skyrim than in the other games.

Spells I want back
  • Feather:- I need to be able to carry more but i don't want to level up stamina as i want health and magika
  • Levitate:- I loved this spell and i could now chase dragons in the air and fly up mountains this would be cool.
  • Open lock:- Yes the lock pick system has been improved however its nice to be a pure mage and to use magic as an alteranative
  • Slowfall:- Big high cliffs are a pain especially in the dark. Slowfall would help greatly falling great heights with no damage.
  • Waterwalking:- Not essential but i just liked this spell it was fun
  • Nighteye:- Being able to see in the dark with out giving away your position would be handy as a thief and assassin. I don't like it limited to one race.
  • Mark and recall:- I know fast travel in some way makes this spell redundant however i used to use it to over burden myself and then teleport to my house to store items for sale later. Very handy and saved time. I was hoping it would be improved to add additional marks however it was removed from oblivion and has never returned.
Does anyone else agree with me.
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Rebecca Clare Smith
 
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Post » Fri Jun 08, 2012 5:32 am

Feather - Drink a potion
Levitate - Never played Morrowind, but it sounds cool
Open Lock - Yes, along with Smash Lock. Would help define characters more, which Skyrim intentionally stopped.
Slowfall - Definitley, would be great for rogues too
Waterwalking - Swim
Nighteye - There is night eye...
Mark and Recall - made pointless because of the allowance of, minimal, movement when encumberd plus you can fast travel on horses.
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Zoe Ratcliffe
 
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Post » Fri Jun 08, 2012 5:20 am

Hear hear! Also, what about telekinesis? With everybody complaining about being killed by rogue cabbages, buckets, spoons, etc. this seems like a very fun spell.... :devil:
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Robert Jr
 
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Post » Fri Jun 08, 2012 1:22 am

Never played a TES before this but Feather, Levitate and Slowfall all sound like they would fit in just fine and would be used regularly
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Jessica Thomson
 
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Post » Fri Jun 08, 2012 2:12 am

levitate will never come back, the game is all built around stopping you from going places by invisible walls.

But i do want Open lock and water walking back....they were useful
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Christie Mitchell
 
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Post » Fri Jun 08, 2012 11:42 am

Feather - Drink a potion
Levitate - Never played Morrowind, but it sounds cool
Open Lock - Yes, along with Smash Lock. Would help define characters more, which Skyrim intentionally stopped.
Slowfall - Definitley, would be great for rogues too
Waterwalking - Swim
Nighteye - There is night eye...
Mark and Recall - made pointless because of the allowance of, minimal, movement when encumberd plus you can fast travel on horses.

Potions need to be crafted takes time and ingredients, mages should be able to use magic in order to do things that other people need potions for...

Waterwalking and swimming are not the same thing. It's an incredibly useful spell sometimes, if only to avoid the fish. Also I'd love to see what happens if I do this over a waterfall...

Mark and Recall have not been replaced at all. During Morrowind I used those spells quite often when I was in deep trouble. Or when I didn't feel like walking. Now when I'm in trouble I still have to fight my way out or drop to death first. More importantly I have to first exit the dungeon I'm in, run away from the dungeon or kill a random wolf around there somewhere before I can fast travel... Mark and Recall prevented all that. Only advantage of fast travelling is that you can go anywhere you've been before.
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Marguerite Dabrin
 
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Post » Fri Jun 08, 2012 1:56 am

The invisible walls aren't a problem. They could deal with it like in oblivion when you tried to walk past the edges of Cyrodil. you just got a message that "You can't go there". Or they could put strict height limits. Even just lifting a few feet could help.
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Sharra Llenos
 
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Post » Fri Jun 08, 2012 11:42 am

The school of Alteration really has been pruned down.

Waterwalking really should have been included especially for exploring the northern ocean.

I'm surprised Feather is gone as well as I used to use that a lot in Oblivion.

Slowfall would have been good as it is almost always heights not monsters that kill me.

And the Waterbreathing spell (I assume there is one somewhere) is impossible to find.

I'm not fussed about Open Lock spells because you can twiddle locks without needing a high skill. Fortify lockpicking items are fairly common as well.
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Charles Weber
 
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Post » Thu Jun 07, 2012 10:47 pm

Mark and recall is the main one for me. Levitate would be nice, I'd say make it channeled and cost a fair bit of magicka and it could potentially be balanced if NPC AI was smart enough to take cover if you go to an out of reach spot. I guess same could be said for water walking/slow fall.

The rest I don't really miss, but I can't say I'm opposed to them.

Hear hear! Also, what about telekinesis? With everybody complaining about being killed by rogue cabbages, buckets, spoons, etc. this seems like a very fun spell.... :devil:

Telekinesis is in Skyrim
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Oceavision
 
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Post » Fri Jun 08, 2012 9:24 am

Absorb Health.
More summons.
Feather.
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Rob
 
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Post » Fri Jun 08, 2012 10:19 am

The school of Alteration really has been pruned down.

Waterwalking really should have been included especially for exploring the northern ocean.

I'm surprised Feather is gone as well as I used to use that a lot in Oblivion.

Slowfall would have been good as it is almost always heights not monsters that kill me.

And the Waterbreathing spell (I assume there is one somewhere) is impossible to find.

I'm not fussed about Open Lock spells because you can twiddle locks without needing a high skill. Fortify lockpicking items are fairly common as well.

Waterbreathing is around but mostly useless as you can't cast spells under water. So you cast it then swim around notice you are out of breath need to go up, find a place where you can "stand" cast the spell again and then go back in... Pretty much the most useless spell in the game.. It is useful on enchantments though.
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ILy- Forver
 
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Post » Fri Jun 08, 2012 2:03 am

The invisible walls aren't a problem. They could deal with it like in oblivion when you tried to walk past the edges of Cyrodil. you just got a message that "You can't go there". Or they could put strict height limits. Even just lifting a few feet could help.
You have walls around the major cities as they are separate zones, if you use tcl to clip through the gate you see that it's just low polygon areas to see at an distance.

Yes they could have an invisible wall who did not let you fly over cities, however levitate was also an major exploit as many people levitated up, blasted melee enemies and complained that the game was to easy.
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Mistress trades Melissa
 
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Post » Fri Jun 08, 2012 12:45 am

Telekinesis is in Skyrim

http://elderscrolls.wikia.com/wiki/Telekinesis_(Skyrim)
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mollypop
 
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Post » Fri Jun 08, 2012 3:01 am

You have walls around the major cities as they are separate zones, if you use tcl to clip through the gate you see that it's just low polygon areas to see at an distance.

Yes they could have an invisible wall who did not let you fly over cities, however levitate was also an major exploit as many people levitated up, blasted melee enemies and complained that the game was to easy.

Well it did make things easy, but that's a choice you should let the player make him or herself. Besides levitating IIRC was quite a costly spell and potions or scrolls weren't exactly cheap either. So it was mostly an advantage for mages.
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Cody Banks
 
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Post » Fri Jun 08, 2012 9:12 am

All of them.
Also:
- Cure Disease

TES has gone from the greatest magic system I have ever seen in a videogame to complete generics.
Worse even, as other companies make better functioning, more diverse generics.
We need the magic back in TES.
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Daniel Holgate
 
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Post » Fri Jun 08, 2012 1:41 am

Hear hear! Also, what about telekinesis? With everybody complaining about being killed by rogue cabbages, buckets, spoons, etc. this seems like a very fun spell.... :devil:
Tha IS in this game? HAve you people even explored alchemy and alteration? !
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amhain
 
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Post » Fri Jun 08, 2012 9:08 am

bethesda: YES! YES ALMIGHTY STEVO!
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Aaron Clark
 
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Post » Fri Jun 08, 2012 5:36 am

levitate will never come back, the game is all built around stopping you from going places by invisible walls.

But i do want Open lock and water walking back....they were useful
What invisible walls? aside from n towns with walls.... I have never once come in contact with an inviso wall in this game, now fallout was another story.
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Javier Borjas
 
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Post » Thu Jun 07, 2012 11:10 pm

The school of Alteration really has been pruned down.

Waterwalking really should have been included especially for exploring the northern ocean.

I'm surprised Feather is gone as well as I used to use that a lot in Oblivion.

Slowfall would have been good as it is almost always heights not monsters that kill me.

And the Waterbreathing spell (I assume there is one somewhere) is impossible to find.

I'm not fussed about Open Lock spells because you can twiddle locks without needing a high skill. Fortify lockpicking items are fairly common as well.
You can buy waterbreathing from ANY court wizard when you skill is high enough, and from tolfdir in the college.
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Sophie Louise Edge
 
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Post » Fri Jun 08, 2012 11:27 am

What invisible walls? aside from n towns with walls.... I have never once come in contact with an inviso wall in this game, now fallout was another story.

Towns like Whiterun are in a separate space, so if you could fly over the walls (or use tcl to go over them) you would end up in a blank, empty area. The only way from town to countryside is via the gate.

That's not a good reason to stop levitation. City walls could have been scripted to prevent the use of levitation spells near them -- in a magical world anti-levitation spells around city walls would make sense. They sort of had something similar in Morrowind's city of Mournhold where the spell couldn't be used.
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adam holden
 
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Post » Fri Jun 08, 2012 2:47 am

Everyone needs to check out Midas' Magic mod (sorry 360 and PS3 players). http://skyrimnexus.com/downloads/file.php?id=3413

I just installed it yesterday and am very impressed. It's really still a work in progress, but a few of the spells are highly useful.

Here's the list of spells:

Midas Cure Disease
Midas Conjure Pickaxe
Midas Heat Beam
Midas Bug Swarm
Midas Intense Flames
Midas Steam Spray
Midas Force Push (OP)
Midas Frost Beam
Midas Polymorph Hare
Midas Summon Luggage
++
Midas Paralysis Rune (OP)
Midas Meteor
Midas Meteor Storm (Master!)
Midas Healing Beam
Midas Summon Swarm
++
Midas Nighteye
Midas Entangle
Midas Elemental Bolt
Midas Conjure Dragonling
Midas Bound Dagger
++
Midas Absorb Health
Midas Avalanche
Midas Transmute Lockpick
Midas Conjure Wispmother
Midas Infernal Blast
++
Midas Soul Syphon
Midas Poison Spray
Midas Summon Shade Warrior
Midas Summon Shade Archer
Midas Summon Shade Lich
Midas Force Pull
Midas Gravity Well
Midas Greater Heat Beam
Midas Greater Frost Beam
Midas Greater Holy Ray

^^^ Made me feel like a Mage.
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jeremey wisor
 
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Post » Fri Jun 08, 2012 3:23 am

Towns like Whiterun are in a separate space, so if you could fly over the walls (or use tcl to go over them) you would end up in a blank, empty area. The only way from town to countryside is via the gate.

That's not a good reason to stop levitation. City walls could have been scripted to prevent the use of levitation spells near them -- in a magical world anti-levitation spells around city walls would make sense. They sort of had something similar in Morrowind's city of Mournhold where the spell couldn't be used.
While I agree with that, is that really THAT big of a deal? There are none anywhere else (aside from the walled cities) I even walked over high hrothgar and went down the other side.
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Jade Payton
 
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Post » Fri Jun 08, 2012 10:33 am

Everyone needs to check out Midas' Magic mod (sorry 360 and PS3 players). http://skyrimnexus.com/downloads/file.php?id=3413

I just installed it yesterday and am very impressed. It's really still a work in progress, but a few of the spells are highly useful.

Here's the list of spells:

Midas Cure Disease
Midas Conjure Pickaxe
Midas Heat Beam
Midas Bug Swarm
Midas Intense Flames
Midas Steam Spray
Midas Force Push (OP)
Midas Frost Beam
Midas Polymorph Hare
Midas Summon Luggage
++
Midas Paralysis Rune (OP)
Midas Meteor
Midas Meteor Storm (Master!)
Midas Healing Beam
Midas Summon Swarm
++
Midas Nighteye
Midas Entangle
Midas Elemental Bolt
Midas Conjure Dragonling
Midas Bound Dagger
++
Midas Absorb Health
Midas Avalanche
Midas Transmute Lockpick
Midas Conjure Wispmother
Midas Infernal Blast
++
Midas Soul Syphon
Midas Poison Spray
Midas Summon Shade Warrior
Midas Summon Shade Archer
Midas Summon Shade Lich
Midas Force Pull
Midas Gravity Well
Midas Greater Heat Beam
Midas Greater Frost Beam
Midas Greater Holy Ray
Im not bothered, I can make all my dest spells do a ridiculous amount of damage through alchemy. Id rather not have to siv through 300 spells all the time, too tedious.
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{Richies Mommy}
 
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Post » Fri Jun 08, 2012 9:14 am

The Midas spells would be fun...if they didn't have Midas in their names. It really, really breaks immersion when most of my spells aren't really MY spells. I don't mind lore-named spells (Shalidor's Mirror, etc) but Midas everything is a bit too much.
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Samantha Wood
 
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Post » Fri Jun 08, 2012 3:29 am

You can add me to the Mark and Recall list. Those two were by far my favourite spells.
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JESSE
 
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