Magic schools

Post » Thu Apr 29, 2010 6:41 am

a topic of mere speculation...

...but what attributes and traits would make one succeed in the different magic schools?

From "Breathing water"

But the spells of Alteration are all about uncommon sense. The infinite possibilities, breaking the sky, swallowing space, dancing with time, setting ice on fire, believing that the unreal may become real. You must learn the rules of the cosmos and then break them ... There is one last lesson I have to teach you," she said. "You must learn that desire is not enough. The world will end your spell no matter how good you are, and no matter how much you want it." ... He kept his mind on the world of possibilities, that books could sing, that green was blue, that that water was air ...


I think that means that you have to be quite imaginative to be proficient in Alteration, being able to sustain the "dream" long enough for the spell to be effective

but what of the other schools? what character traits are dominating? I suppose conjuring flame and lightning requires a strong mind and will, which is reflected by thye willpower attribute.

Discuss.
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Allison Sizemore
 
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Post » Thu Apr 29, 2010 5:58 pm

Uh, pretty much every school requires a force of will and imagination, some need more or less of one. The schools of magic are very arbitrary, and pretty much made only to balance the game.

Example: In Morrowind, absorb spells were under mysticism. In Oblivion, it became restoration. What's to say making something rust or become more brittle is a source of destruction? It could be alteration. Both are matter manipulation, with little to no difference. There's also demoralize spells for beasts (illusion) and undead (conjuration). Both do the same thing, yet belong in different schools. Why? Arbitrary categorization

Blame the Mages Guild.
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Kim Bradley
 
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Post » Thu Apr 29, 2010 3:09 am

Blame the Mages Guild.

When in Doubt. :)

My tea is cold!

Mages guild... <_<
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Christine Pane
 
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