Well I really want to see how new magic system will be implemented, if dynamic spell weaving and spell combination will make mage experience more rich and in touch with mystical forces of Magic more then in classical magic system thats will be Brilliant Awesome.
For example before we need to have different spells of different magnitude and range in spellbook now we can have spell charging like in this mod
Chargeable Spells
http://tesnexus.com/downloads/file.php?id=27746
When actual magnitude of spell or range of area effect can changed dynamically in game thats will simulate gathering of mystical powers and concentration of mage to control such powers, thats greatly improve roleplay of mage since no need different spells where difference between them only in basic parameters like range duration and magnitude (M D R) this spells can be created ingame on fly with chargeable magic out of just one spell.
So no need to have a large set of base spells for different area effect sizes, self and touch thats will clutter spellbook
and have only difference in basic parameters like (M D R).
How it can be balanced?
By caps in parameters of spell (M D R), thats caps can be affected by skills and perks or by parameters of %PCname like Magicka and Fatigue.
so thats limit player from creating of unbalanced spells since there can be cap for minimum and maximum in (M D R) there can also be applied spell success thats depend on skill level, charge of spell, wearing armor and actual fatigue of Mage nice to see some hardcoe features like in this mod
Audacious Magery
http://tesnexus.com/downloads/file.php?id=25844 so magic can be actual wild mystical and unstable force.
But thats will be handle only pure spells, for creating spell with additional effects need to have spellmaking or simulate spell effect blending ingame
how thats can be done?
Well for first one it creating spell in CS, for second one its adding side effects to main one effect of spell, for example this old one mod for Oblivion
Phisic Magic Effect
http://tesnexus.com/downloads/file.php?id=5016
or more advanced version in Deadly Reflex and Supreme Magicka
For third one there can be ability to equip two different spells on your left and right hand in one time so thats also expand spell combinations.
For fourth one there can be perks in magic skills thats can add additional effects to spell, for example weakness to elemental damage of fire in destruction perks tree
at next level it can increase in power, such perk can be added to all elemental weaknesses investing all types perks eventually will open way to weakness to magic perk and additional spell effect.
As you can see most of predictable features from Skyrim magic system already was in Oblivion with mods.
If new magic system will be flawed, there still CS so we can mode magic system to be better, well if need even classical spellmaking can be simulated via scripts at some stage of Skyrim modding.
Custom spells like novice summon dragon spells can be done with CS, but they are mods so completely optional so they isn't gamebreaking since we cant create such spells in game.
For example Illusion skill level can affect magnitude of frenzy spell (actual level of enemy), charged time and skill cap can affect duration and range, some perks can expand (M D R) caps greater.
Heal on touch can be heal on self but with altered target
Quote from mod above and yes thats was dynamically done in game, charging applied to this spells also.
Very interesting has to look into this
, the alternate cast function will solve many of the issues. I liked the idea of water walking on slaughterfish, that is the fun part of magic try out weird effects.
For an even better control holding down block while charging will charge a secondary parameter like area of effect or duration,
Just a few spells like weakness or frenzy radius, strength and duration, most will do with strength and (radius or duration) the few exceptions could be solved with spells/ effects of different strengths leaving only radius and duration.
I did not like the idea of caps on radius or duration, different spells are used in different ways, I almost always use on target destruction spells would not want to waste effect on area effect here, frenzy, silence and weakness is the only attack spells I use except the "die stupid critter" drain health 100 in 20 feet spell.
Neither did I like the fail if overcharging, many times you will have to wait because the target moved behind cover or moving a way who makes him hard to hit. Spell might fail after a time to avoid people to charge up a spell if they run into an enemy.
However the description of spells in Skyrim does not sound like they are chargeable, press button to cast fireball, hold down to for flamethrower. Cast on ground in front of you for a rune trap. Yes we has only heard about a couple of spells but charging sounds no more plausible than the spellmaker at this point.