» Sat Jan 23, 2010 5:12 pm
Briefly off-topic:
While the OP is belligerent and uninspired, there is a point somewhere in his anger against Kalarn.
Many video game companies have been known to change lore, or edit it, or (god-forbid) retcon it in the name of better gameplay and the "Coolness Factor." Take Blizzard, for example, who is infamous for this. In fact, in Warcraft: Orc and Humans, there was God, Heaven, Hell, Angels, etc. Look where we are now. Apparently the Holy Light comes from crystaline, all-knowing and genocidal space-creatures called Naaru. In WoW, you can make a dragon of fire, and you can ride a horse made out of stars. They change many things in the name of "coolness" and gameplay.
Unfortunately (or, more like, fortunately, for the sane amongst us) Bethesda is not Blizzard. Bethesda has ever made sure their games fit the lore. A structure of lore serves as the framework, and Bethesda then makes their games fit. Unlike other companies interested more in what the buyers temporarily are interested in: dragons of fire, horses of water, what have you, Bethesda has kept true to their framework, knowing that in the long-run, their products aren't cheapened, like those of other companies, and their fandom grows for their staunch attachment to "The Lore."
On topic:
No. This is a horrible idea, turning your fire-balls into dragons. That's just inefficient, and the Mage's Guild is all about the efficient, educated use of magic. You are a Mage, not a MagICIAN. You're not trying to make something flashy and all-together taxing on your magicka (as a dragon would be). You're trying to crush your enemies, see them driven before you, and hear the lamentations of the women. Furthermore, Destruction magic is about the use of the ephemeral, capricious forces of nature. You bind them briefly and release them at your enemies. To control them for any extended period of time would be a tax on a mage's magicka so great that they could not fight, otherwise. Conjuration magic, as stated before, summons creatures from the Realms of Oblivion. Granted, there could be creatures yet discovered on the planes, or different forms of atronarchs, but to integrate the generic fantasy monsters would be to cheapen the unique experience that is The Elder Scrolls. The Elder Scrolls don't have to rely on "cool monsters, d00d" to be Bad-Ass. TES relies on its unique qualities and lack of prosaic, trite antagonists to be far more interesting and appealing than the usual fantasy RPG clone.
Ideas I would suggest rather than fire-dragons and water-horses: Male, Fire Atronarchs to serve as Fire Jotun to attack the Nords in these coming end-times, 'Magma-Men.' A locational flame spell that offered control in 'where it landed,' such as opening a temporary rift to Mehrunes Dagon's realm, beneath the feet of a group of enemies, to burn them alive, or just in front of them, to serve as a well of fire. Another idea would be the direction of a gust of wind and frost, to scatter or disorientate your enemies, or an area-of-effect thunderbolt that lanced down in the middle of a group of enemies, on a location you chose. However, to control the elements in shape and directing fireballs like remote-control missles? A bit too much.