» Sat Oct 30, 2010 5:46 pm
The only spell effects that I can see Bethesda removing completely are ones that manipulate attributes. So, we'll still have GREAT diversity in terms of spell EFFECTS (open, shield spells, water breathing and walking, bound spells, summon spells, turn undead, disintegrate spells (armor, weapon), fire damage, frost damage, shock damage, "weakness to" spells (disease, fire, frost, magic, normal weapons, poison, shock), calm, chameleon, charm, command spells (creature, humanoid), demoralize, frenzy, invisibility, light, night-eye, paralyze, rally, silence; mysticism spells (which are being shifted to other schools): detect life, dispel, reflect (damage, spell), soul trap, spell absorption, telekinesis; cure spells (disease, paralysis, poison), resist spells (disease, fire, frost, magic, normal weapons, paralysis, poison, shock), etc. We'll still see spells that manipulate fatigue, health, and magicka (obviously). I think the removal of the mysticism school NAME was a logical choice (even if it was after three other ES games), as the term "mysticism" has real-world religious connotations (and it was also the smallest school of magic in Oblivion). As I said, mysticism spells are merely being shifted to the other five schools of magic. And now we get enchanting as a skill again, which I'm happy about. Alchemy is now the stealth (or thief) crafting skill discipline. Overall, I believe that magic combat in Skyrim will be awesome and beautiful (even more so than any previous ES game). I still get goosebumps when I think of that massive fire spell cast against those draugrs in the trailer. That was epic. I can't wait to be a mage in Skyrim!