Buy A Spell?

Post » Sun May 15, 2011 12:04 am

I think buying is okay. But with how they are going to this time with types of spells maybe as you go further into the mage perks you can unlock an exclusive spell that you would only get for going into the constellation. Something similar for warriors and theives and such would be nice
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Kellymarie Heppell
 
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Post » Sat May 14, 2011 2:45 pm

Teach them to you for money, well, it's not that big a difference. I usually just imagine that the guy that sells me the spell just learns me how I need to use it, and then he asks money for it.
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Lillian Cawfield
 
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Post » Sat May 14, 2011 7:49 pm

I don't know if your character would start with all spells, but something I remember Todd talking about was that you start off with something very basic, like Fire, and from there you give it perks so it could be an area of effect spell, or a wall of fire, or maybe a giant blast.
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Manuela Ribeiro Pereira
 
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Post » Sat May 14, 2011 12:59 pm

Start with every spell in the game? really?

I'm sorry but there's absolutely no logical reason how or why that would that would be, I have always loved for the most part how they handled spells in ES games, I thought it was always fun how you could find NPC's with certain rare spells and learn them.
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BrEezy Baby
 
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Post » Sun May 15, 2011 2:57 am

With the perk trees, you should get access to new spells by using the perks.
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e.Double
 
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Post » Sun May 15, 2011 3:11 am

I'm thinking the spells you start with will be the result of what Race you pick, and maybe some kind of magic tutorial near the beginning. An NPC may ask you a question related to a spell kind of as in Fallout's test, and they'll give you a few spells based on that. Like maybe ask 10 questions or so and your answers will give you one spell from each school of magic. After that, the spells you get will most likely come from perks. Especially considering Beth's emphasis on this new perk system. So instead of new spells, your existing spells will likely just get better. Or maybe you'll start out with a very basic set of spells that you can make better via the new perk system.

For example, an NPC in the beginning teaches you how to use a basic fire spell let's say. Afterward he tells you that although weak now, it will get better as you get stronger. Same with all other spells, and hands you some kind of book or something that will allow your character to know many basic forms of spells, which can all be made better in the perk system.
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CHangohh BOyy
 
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Post » Sat May 14, 2011 7:13 pm

The novice and apprentice spells should be purchased - as in scrolls. The higher leveled spells should be tought, through quests.
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Charles Weber
 
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Post » Sun May 15, 2011 4:17 am

Another idea instead of "buying" spells is that maybe there could be an NPC that could teach you spells.


What do you think you're paying for when you "buy" spells? That's right- you're paying the spell vendor to teach you the spell. Problem solved. Move along, nothing to see here.
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Laura Cartwright
 
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Post » Sat May 14, 2011 3:27 pm

Change "Buy Spell" to "Learn Spell" and create an aura (of sorts, like swirling flames or an electric current) around the player with visual effects similar to those of the spell they just learned (with it dispersing after 3~5 seconds).
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OnlyDumazzapplyhere
 
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Post » Sat May 14, 2011 9:44 pm

I don't think that spells should be started with as such, but I'd rather see some spells that specifically need quests, like conjurations needing you to go to a Deadra Lord's shrine and being taught how to summon Deadra off of the worshippers there that test your loyalty with a quest or two... you know, actually having to do things to learn how the spell works or making the pacts necessary to actually use such spells... after all it was a bit strange you were using Deadra mainly associated with Mehrunes Dagon in Oblivion when you were very clearly Mehrunes Dagon's enemy...
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TOYA toys
 
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Post » Sat May 14, 2011 5:29 pm

They should make some time pass just like when you train with a trainer every time you buy learn a spell.
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Charlie Sarson
 
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Post » Sat May 14, 2011 6:49 pm

It would also be a big plus if the spell words weren't sharable. That way each character still has to experiment and not bypass the painstaking learning process. And instead of having so many different schools of magick, condense them into a single skill and name it something catchy like "Magecraft". That'll free more skill slots for climbing and spears and laying prone. >.>
I'm of the opposite view (if I read you correctly). I'm not sure what you mean by an 'un-sharable' word though.

I would never want a ''catch-all' Mage-Craft skill
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Julia Schwalbe
 
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Post » Sat May 14, 2011 1:43 pm

I prefer NPC's teaching and occasional spellmaking.

Seriously, having all spells at start? That doesn't make much sense. And buying spells represents being taught the spell.
Now if only they actually reflected that in game, looking at Edgar Vautrine...
What kind of a low level mage could teach spells like him...
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Amy Gibson
 
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