Meh, I think this would lead to every single character taking magic skills even when they are playing a pure combat or stealth role.
I think doing so should require sacrificing some skill in combat or stealth ability.
Why make a new type when we already have Fatigue (which currently does not really affect magic users very much)?
A valid point, although I was thinking that Health and Fatigue could have a similar relationship to Spirit and Magicka -- that is, health governs max fatigue and as you take damage, you get tired very easily (call it blood loss, if you want). That said, using fatigue for spellcasters has the benefit of sticking with what we know.
Taking away the gradual regeneration of enchanted items between MW and OB made them a lot less useful and interesting. I thought the rate in MW was about perfect: too slow to rely on for heavy use, like weapons, without manually refilling it as needed, but enough for "occasional" use. Taking away Cast on Use enchantments, the vast majority of those used in Morrowind, was another big step backwards. Removing enchantment limits and making any strength enchantment possible on any item (within the very narrow confines of what OB allowed to be enchanted on what), but only by the use of Sigil Stones (which could be done effortlessly by ANY character with no enchanting skills) effectively made the system pointless to play as a major character focus.
Enchantment was a little too powerful in Morrowind since you could essentially create and cast any "spell" without skill in the related school. One thing you could do would be to merge enchantment in with the other schools. As it stands, magic is a little flavorless (meaning, there's no real clear picture of what a spell is or how it works). Mages could use non-soul-gem enchanted items to act as focus items for specific spells -- basically, dumping magicka into the item for a while to make it conducive to casting a certain spell. Then, when the time comes, the item can improve success rate or reduce casting cost or actually cast from a limited number of charges or whatever.
In general, magic could be improved by dividing it into a preparation and use phase. In addition to alchemy, of course, preparation could involve laying down long-lasting buffs, summoning creatures and items, enchanting items, creating or adjusting spells, and other "ritual" sorts of magic. Use would involve drinking potions, controlling minions, or using a wand to light things on fire. The ritual part should include a limited ability to "enchant" oneself -- which would give Constant Effect boosts (long-term buffs, basically) or Cast on Use boosts (spells, as they were in earlier games, basically). However, most mages would probably find it more useful to carry a few tools and props to work more effectively. In addition, Mages' Guilds could provide the "preparation" services for minor practitioners, for a fee. A warrior could pay the guild to give his weapon a special enchantment that would last for his next adventure, but not permanently. A nightblade could have the guild imbue him or his items with Illusion spells, rather than try to do so himself. And, of course, everyone would rely on mages for potions.
The failure rates for spells in Morrowind were a bit steep at the start, but the idea was excellent. By using a set of sliders to pre-set the strength, duration, and area of your current spell, you would be able to adjust those up or down to balance the potential effect of the spell against the potential for failure. You could do that in a limited manner already, by having a custom spell tailored (for a bargain price) to your particular application, but you couldn't do it yourself "on the fly". THAT would make for a truely flexible system, and any failures would be strictly your own fault for trying something slightly beyond your abilities.
Agree with creating/adjusting spells at any time outside of combat (pretty much whenever you could make potions or repair items).
Alchemy could/should work in a similar manner, where the odds of success/failure would be determined not only by your skill in Alchemy, but by the difficulty of the attempted potion.
Agree- one thing that made alchemy so wonky was basing potion power on your skill, and letting reagents have nothing to do with it. I think reagent choice should determine the power (and difficulty) of the potion as well as the effects, so that there's a reason to use more expensive reagents instead of ham sandwiches. Mortar/Pestle would give a boost to success rate, but the other three tools should grant a fixed bonus to the potion (say, weight of .25 instead of 1, 1/4 side effects or toxicity, +300% duration) at ever-decreasing penalties to success rate. That would help constrain the number of permutations -- and would make it much more feasible to keep player crafted and bought/found potions on a similar price scale. Could even allow for random creation of potions that would theoretically be player-craftable.
The game merely rewarded tenure, not talent.
You were a union hero in Oblivion, I guess. Explains why you could take an indefinite break while the world needed saving.
Most of those things you listed as longer lasting would be intelligence spells, and the way you described them working, I think it would work better if they drained your daily fatigue. Daily fatigue determines how long you can go without rest. Intel magic has more to do with rituals and long lasting effects, Willpower magic should determine your spell points and have the most to do with the immediate magic.
Willpower: Alteration, Enchanting, Restoration, Destruction, Thaumaturgy
Intelligence Mysticism, Conjuration, Necromancy, Alchemy, Medical
Not bad, but a couple of suggestion:
* Enchanting should definitely be Intelligence and preparatory. Actively casting spells from an enchanted object should require knowledge of the appropriate spell school as if you were casting a spell, though the object's properties might effectively grant you a huge bonus to your skill for this purpose.
* Ditch Alteration. We hatesss it!
* Illusion is missing. Should definitely be in the Willpower category.
* Not a big fan of restoration, actually. The buffs are prep stuff that could be handled better in a different skill. Plus, there's too much functional overlap with Medical. I would move all the out-of-combat curing and healing into Medical (which would get some magical backup in the form of a more elaborate take on wortcraft, along with non-magical surgery and first aid). For short-term self-healing, I would use alchemy, but would add some long-term drawbacks (toxicity, side effects, addiction, inebriation, whatever).
* Not sure whether Necromancy should be a PC skill, or even a skill in and of itself (rather than a philosophy on the use of magical skill).
* Conjuration should be long-term, but probably still based on willpower
So, more like:
Short term (will): Destruction, Illusion, Thaumaturgy
Long term (int, except conj): Medical, Alchemy, Enchantment, Conjuration, Mysticism
Most long-term skills would have some short term uses too, so it's not as imbalanced as it looks.