New Magic Skill?

Post » Sat Jan 08, 2011 8:56 pm

Im thinkin that there should be a new magic skill calld Transmogrification (turning stuff into other stuff.... like Wabbajack) which would give us the ability to turn enemies into weak creatures, and to turn allies or yourself into stronger creatures (i.e. turning a friend into a Dremora in order to "level the playing field" in a fight, the ally would still see u as an ally when theyre transmogrified) the amount of Magicka used would depend on what you change them into (turning an enemy into a weaker creature or turning yourself or an ally into a stronger creature would cost more Magicka) and how long they stay in that form. if u transmogrify yourself, u gain the stats and abilities of the creature you turn into, if the creature can use magic of some sort, then it would be in the Hotkey menu instead of the spells you had in your actual form. if you're injured and you Transmogrify yourself, then you will have full health for the time being, and when youo change back, your health will return to what it was before you transformed.

If you can make spells in the next game then you can choose from all the creatures you have seen thus far, the rest of making the spell is not new so I hav no need to explain those. So what do you guys think?
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Farrah Lee
 
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Post » Sun Jan 09, 2011 12:57 am

Alteration.
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Richard Thompson
 
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Post » Sun Jan 09, 2011 4:15 am

I think that would go under alteration or conjuration.

I'd also like to turn items into other items. Like mud into a type of metal, like gold.

Or turn a sword into a crossbow, while the enemy is wielding it.
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rolanda h
 
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Post » Sun Jan 09, 2011 4:18 am

I want Thaumaturgy back, lol.
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sally coker
 
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Post » Sat Jan 08, 2011 2:08 pm

I want Thaumaturgy back, lol.


Agreed.
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Richus Dude
 
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Post » Sat Jan 08, 2011 4:26 pm

I want Thaumaturgy back, lol.

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Laura Tempel
 
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Post » Sun Jan 09, 2011 12:19 am

I don't know about Transmogrification, but I wouldn't mind seeing some reorganization of the spell schools, possibly with more character or unique mechanics given for each school (alchemy and enchantment could become magical schools with their own effects, in addition to their cross-skill benefits, for example).

Frankly, I'd ditch Alteration as it was always a mismash of leftover spell effects, to some extent. Give Alchemy the aspects suggestive of biological mutation buffs (swift swim, water breathing, etc. Also, night eye, which seemed out of place in Illusion). Give Destruction all the force related effects like telekinesis and the various shields. Give Enchantment lock and open, and give Mysticism (or whichever school deals with space and time) the gravity related spells like burden, feather, slowfall, and levitate.
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Alex Blacke
 
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Post » Sat Jan 08, 2011 6:29 pm

This IS ALTERATION... I am like the third poster to recognize this... we don't need another school of magic because alteration is THIS...
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AnDres MeZa
 
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Post » Sat Jan 08, 2011 9:21 pm

This IS ALTERATION... I am like the third poster to recognize this... we don't need another school of magic because alteration is THIS...

agreed. The closest skill that could be a new school is necromancy, but even then, it can be an existing skill.
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Ashley Clifft
 
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Post » Sat Jan 08, 2011 1:39 pm

The "easy" option is to revive "Enchant", although with the systems they've had in place.... WHY?

Another popular option is necromancy, but... the lore for that seems extremely dry and boring, IMAO.

Nords have a special kind of magic... but then how would a non-Nord learn/use it?

What exactly would we do with another school, though? Restoration deals with recovery and bolstering a person, Destruction is negative effects through elementals or raw force, Conjuration is about bringing something from elsewhere to here for a time, Illusion is about changing perceptions, Alteration is about bending physical laws, and Mysticism is a catch-all.

There's nothing that really isn't covered. So... I'm compelled to vote no until someone can show me an actual school with an actual purpose that covers something new and plausible in a video game. Because I can think of hundreds of possible schools that work in fiction...
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Liv Brown
 
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Post » Sat Jan 08, 2011 5:46 pm

Maybe, depending on whether it is useful.
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Fiori Pra
 
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Post » Sat Jan 08, 2011 2:24 pm

What about vocal spells? In TESV was set in Valenwood you might need a spell to talk to the flora around you. Or maybe to get info from a passing creature...but this might fit in an already present school... :shrug:
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Jennie Skeletons
 
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Post » Sun Jan 09, 2011 2:01 am

I've always thought of new school called "Sorcery" wich contains enchanting, spellmaking, magic-scroll and spellbook writing.
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kat no x
 
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Post » Sat Jan 08, 2011 4:37 pm

Rename alteration. Feather, Burden, Shield, Open, Lock, Jump, Slowfall, Levitate, the water stuff (which might fall under actual alteration). Add telekineses and you have the force more or less.

Torporism
Torpor being a synonym of inertia, apparently.
[edit2] I took a look in the other thread. Thats a nice, extensive, school list.

[edit]
What about vocal spells? In TESV was set in Valenwood you might need a spell to talk to the flora around you. Or maybe to get info from a passing creature...but this might fit in an already present school...
Mysticism? Or were you thinking of a new school.

It would probably work under Mysticism.
Conjuration = Outer-realm stuff (Daedric / Oblivion)
Mysticism = Inner-Realm stuff (Mundus)
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Penny Wills
 
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Post » Sun Jan 09, 2011 1:16 am

Another popular option is necromancy, but... the lore for that seems extremely dry and boring, IMAO.

There's not really lore for magic skills, is there? It's mostly "here's a spell".
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Craig Martin
 
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Post » Sat Jan 08, 2011 4:03 pm

Another popular option is necromancy, but... the lore for that seems extremely dry and boring, IMAO.


I find the necromancers quite interesting - though what they do might be considered somewhat distasteful, they're not exactly evil. Necromancy was even a legal practice until Traven came to power. A group of law-abiding mages suddenly finding themselves outcasts because of their life's work... I think adding Necromancy as a skill would add some new opportunities for interesting quests and stories.

On topic, as has already been said this would come under alteration, but I think it's a good idea. It would be nice to have alteration spells that allow you to become a wolf temporarily, or a bird to reach difficult locations or escape from enemies.
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Hairul Hafis
 
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Post » Sun Jan 09, 2011 4:01 am

I'd rather have Necromancy as a skill and enchant brought back as a skill (and as said in this topic, maybe let it include spellmaking), maybe thaumaturgy too. The problem with thaumaturgy however is that you might get too many magic schools with too few spell effect for each.
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quinnnn
 
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Post » Sun Jan 09, 2011 1:15 am

Mysticism? Or were you thinking of a new school.

I was, just didn't know if it could apply to a founded school. I think mysticism could do that.

I personally like the setup in Daggerfall, they didn't change it too much for MW or OB just that it applied more fantasy instead of explaining real-world aspects of it.
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matt
 
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Post » Sun Jan 09, 2011 6:07 am

thaumaturgy svcked in daggerfall. it only governed like 2-3 effects itself and is too much like alteration. it would be a waste unless it was completely different in nature. in fact i think thaumaturgy was just a filler school since effects sometimes required 2-4 schools in daggerfall.

schools of magic in TES are just that, schools that the imperial guild recognizes. there exists necromancy, witchcraft, sorcery, thergy, etc, in TES, but the spell components are broken down into the various schools that the empire & mages guild recognize.

so necromancy involves spells that are mysticism, conjuration, alteration, etc.

i think the established schools are good as they are, albeit limiting on more elaborate effects like in other games (more of a development limitation than lore though). I do think some of the effects need regrouping however.

restoration
destruction
alteration
illusion
mysticism
conjuration
alchemy
and possibly enchanting

these schools of spells can explain magic effects quite well.
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Greg Cavaliere
 
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