In Oblivion its safe to say that with magic, you could do anything that anyone else could.
Magic was WAYYYY overpowered and after playing a mage it svcked playing a thief, becose a mage could do it much faster, easier and undetected using illusion.
So do you think that spells that makes the game too easy, such as INVICIBILITY CHAMELEON CHARM (you could charm a guard trying to catch you and he would pay your fines)
FRENZY (oh come on you could murder anyone with this spell, and the guards would help you) PARALYZE (good bye battles...)
OPEN LOCK (Why should a person train lockpicking?) should be remowed in any way? Or atleast made more expensive.
NOTE: If i understood correctly some have mistaken what i mean by my question. I dont want every spell to be scrolld etc. i simply want those overpowered spells that i listed above to be less powerful.
Well certain things can be improved fr example inviability and chameleon can work similar to this
NoviceBecome invisible while motionless, movement will break invisibility, cannot recast spell if detected.
ApprenticeAble to move invisibly while crouched, interacting with the environment or bumping anyone breaks invisibility, cannot recast spell if detected.
JourneymanAble to perform stealth kills and critical strikes while invisible, bumping anyone or interacting with the environment breaks invisibility. Inflicts sneak attack damage on strike that breaks invisibility, cannot recast spell if detected.
ExpertAble to interact with the environment while invisible, interacting don't breaks invisibility until not seen by actor, cannot recast spell if detected.
MasterAble to hide sight of enemy but enemy will aware of presence of character around and will search.
For first Invisibility is not stealth since Light has no effect o it so invisibility can be used even in areas full of light,
for second actors thats aware of player presence can search for player and if bump into him effectively breaking his invisible state, or by force player (by saying something like "catch you... you cant hide forever') to make stupid things thats will break his invisibility like attack or open doors (interact with objects), for second creatures can fill presence of invisible actor because of their beast mind thats hard to affect with certain illusion spells and their animal senses, enemy mages actually can cast detect life spell and if their level + skill level+ magnitude of spell will be greater then player character level + skill level + magnitude of spell then player will be detected in invisible state, thats can be difference between invisibility and chameleon, under chameleon character will be always detected by detect life spell.
Chameleon will work as not additional spell but as middle-high level perk thats add chameleon spell effect to base invisibility spell and can has requirements in some sneak skill perks or levels.
Chameleon must be caped, 100% chameleon must not be achievable in game only with CS, 50-75% chameleon will be best cap, for second actors must use detect life spell thats will always found character under chameleon, chameleon can work as support spell for sneak skill not as replace of it, so it can lower light penalty for sneaking characters, as well as be overridden by direct light spell since actors can still hear movement of character thats will increase detection,
There can be different additional spell effects thats can be added as addons to invisibility via perks like
Demoralize Aura: hide real character vision and make him looks fearsome for enemies effectively demoralizing them and make them flee, don't work on certain actors.
Charming Aura: real character vision and make him looks charming to actors don't work in combat, but affect actors in certain radius around caster.
About Charm spell since now dialogues work in gamemode charm 100 for 1 sec isn't so powerful gamebreaker as before
About Frenzy and other mind controlling spells I'd like to see something similar this mod from Oblivion
Mind-Control Crime
http://www.tesnexus.com/downloads/file.php?id=24099
Used on anyone with legal rights, Charm, Command Humanoid, Demoralize, and Frenzy effects are now illegal. Victims can't tell if you're casting it on them (unless they have an Intelligence of 75+ or an Illusion skill of 50+), but other people nearby can. Witnesses will only be able to tell what you're doing if they have an Intelligence of 50 or higher, an Illusion skill of 25 or higher, or training as a Guard. Like with other crimes, how they react to it depends on the witness in question. Often, though, they'll call the Guards. If you mind control a Guard, and a witnessing civilian raises the alarm, the guard will believe them and try to arrest you (Assuming they're not in your thrall or completely insane). If you're seen mind-controlling a victim, any crimes they commit while under a Frenzy or Command Humanoid effect will be counted towards your bounty as well. Theoretically, they wouldn't be responsible for their actions at this time, but I've never seen such a crime end in any other way than the Frenzied victim being killed. If the victim dies while under a Frenzy or Command Humanoid effect, you will be treated as the murderer.
Of course there also can be something similar to this
Stealthy Absorbs and Drains v1
http://www.tesnexus.com/downloads/file.php?id=28292
This mod makes Absorb and Drain Attribute and Skill spells non-hostile if your skill in the corresponding
school AND your sneak skill are both higher than the casting cost of the spell. This makes it possible to do
things like absorb a merchant's mercantile skill to get better deals when buying equipment or a passing NPC's
luck to get better odds at the arena without alerting anyone and causing them to go on the offensive.
This is a small mod intended to add a little bit of variety and usefulness to some otherwise pretty useless
spells, and to make quests in the city a little more interesting for stealth-type characters who use magic.
Because the power of the spells that the player can employ discreetly is limited by at least two skills, it
does so without affecting the balance of the game significantly. These are the kinds of effects I would
expect any competent occult swindler to be able to employ as a routine part of their trade and I added them
primarily because I find them more realistic and immersive than the vanilla variants.
Note that this mod does not affect Absorb or Drain Fatigue, Health or Magicka which will continue to behave
like ordinary attacks.
About paralyze well there is also start kicking consequences from removing of attributes form Skyrim, I'd like to see willpower based spell resistance and endurance based check versus poisons, but since we don't have attributes need create alternative way, well poisons resistance can be based on fatigue and health maximums - current levels of fatigue and health and level of actor versus magnitude of paralyze spell which one can be based on charged magicka and skill levels in illusion spell school, as replace of willpower there can be willful resistance trait for starting choose or as special training trait receivable from certain fraction.
Open lock well certainly there will be some improvements like dependency of magnitude of spell versus lock level (so more complex locks will be out of our skills until we level Alteration enough) based on skill levels and charged magicka, spell can be chance based where is chance increase with skills in Alteration but never has 100% success, failure in magic unlock can trigger trap so need to be prepared before unlocking, as well spell can emanate light and noise on unsuccessful attempt.