New Spell Effects

Post » Mon Oct 18, 2010 4:24 am

I made a post about this on the weekend. We have not had spell creation confirmed. We still don't.

It's a good bet spell-creation is in Skyrim. They kept alchemy and added crafting, which are both creation systems as well, so why scrap spell-making?
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Marnesia Steele
 
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Post » Sun Oct 17, 2010 10:32 pm

Not to mention they brought back Enchanting, which is basically taking the concept of creating spells, and applying that focus specifically to objects in the game...
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Jessica Phoenix
 
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Post » Sun Oct 17, 2010 2:33 pm

As loong as they aren't overpowered and done right then its cool.
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Gemma Archer
 
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Post » Mon Oct 18, 2010 4:56 am

As loong as they aren't overpowered and done right then its cool.

if you are able to ensnare a powerful beings soul, you have the right to enchant it into a powerful weapon, like vivec from morrowind, i loved the second wraithguard.
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Stat Wrecker
 
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Post » Sun Oct 17, 2010 3:10 pm

Which means 85 effects can become 400+ different unique spells. And with options to change the power, area and range like in Oblivion, you can get infinite spells.


Unless 85 effects includes variations like flamethrower, in which case there would be 85 magic effects, as quoted.
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Nauty
 
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Post » Sun Oct 17, 2010 2:23 pm

I'd like to see telekinesis spells capable of being used in combat. In oblivion it was really only any good if you wanted to move things around your pad or for standing in the shadows at one end of a room that had an npc in it and stealing items from a shelf at the other end.

In this game I'd like to have the ability to pick up stones and objects--maybe even a log or boulder at higher levels--pick them up with my mind and thrust them at an enemy to inflict damage. Additionally, with dual wield, it would be entertaining to have the option to throw the knife, axe or sword you have in one hand at an enemy, impale him with it for damage and then quickly and fluidly retrieve your weapon from his body with the telekinesis spell set on your other hand and continue fighting.

Could also be useful for an archer who just ran out of arrows to pull one out of the guy you just shot it into then nock it and shoot him with it again.
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Code Affinity
 
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Post » Mon Oct 18, 2010 2:04 am

Well, there's 85 spell effects in all. I believe that's more than Oblivion.

Aside from flamethrower being awesome, I can imagine ice spike being pretty cool too. You probably form a sharp icicle and hurl it at your target, impaling them.

If you search for oblivion speel effects in uesp you will see that tesIV had something like 100+ speel effects
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Terry
 
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Post » Mon Oct 18, 2010 12:42 am

If you search for oblivion speel effects in uesp you will see that tesIV had something like 100+ speel effects


111 to be exact, but that is if you count all summons and bound armors separately, otherwise it goes down to 81. But these come from the construction set and might not be what Bethesda count when they talk about spell effects. I mean, summons scamp or summons clannfear is the same spell effect (summon), it just doesn't apply to the same creature. The CS make a distinct because of implementation, but it doesn't mean that the dev do.

Same thing with drains, weakness, fortify, resist, etc. Removed the duplicate and you drop Oblivion into the 60s.

We just have no idea what 85 spell effects mean for Skyrim, does it count the duplicate or not.
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StunnaLiike FiiFii
 
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Post » Mon Oct 18, 2010 2:26 am

First: until we have a distinction on what they mean by "spell effects" we're flailing in the dark. Is every lower and raise skill a different effect or not? Who knows.

Second: I'm more excited about combining spells on each hand. Ice spike plus lightning equals THUNDER BLADE! Zap! If there's anything I'd like to see it's what their spell combinations are. That was one of my favorite things from Fable 3, whatever anyone thinks of the game.
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Nathan Maughan
 
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Post » Sun Oct 17, 2010 10:23 pm

A spell where you could pick up huge rocks and throw them att enemies with enormous speed making them flying (the force) xD but yeah, would have been cool, no?
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Bek Rideout
 
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Post » Mon Oct 18, 2010 4:44 am

If they slew Mysticism why didnt they do the same to Alteration? Enchanting is basically altering an Object no? ala things like disintegration, burden, necromancy etc etc?
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Francesca
 
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Post » Sun Oct 17, 2010 7:57 pm

If they slew Mysticism why didnt they do the same to Alteration? Enchanting is basically altering an Object no? ala things like disintegration, burden, necromancy etc etc?


Enchantment is enchanting an object... Alteration is transforming an object.

Alteration kinda bends the laws of physics, while Enchantment only adds a effect to an Object.
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Suzie Dalziel
 
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Post » Mon Oct 18, 2010 4:51 am

mmk understood, the thought was that Mysticism was the less understood, Experimental aspects of magick and it was axed. Why Alteration did not follow suit under the samesubset, but your points valid.
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Tha King o Geekz
 
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Post » Mon Oct 18, 2010 5:53 am

111 to be exact, but that is if you count all summons and bound armors separately, otherwise it goes down to 81. But these come from the construction set and might not be what Bethesda count when they talk about spell effects. I mean, summons scamp or summons clannfear is the same spell effect (summon), it just doesn't apply to the same creature. The CS make a distinct because of implementation, but it doesn't mean that the dev do.

Same thing with drains, weakness, fortify, resist, etc. Removed the duplicate and you drop Oblivion into the 60s.

We just have no idea what 85 spell effects mean for Skyrim, does it count the duplicate or not.

oh, you're right :D
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louise fortin
 
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Post » Sun Oct 17, 2010 10:33 pm

...guess not?

1-Yeah I liked fortify magicka 10 for 120 on self with shock 3 on touch kida like a forcefield
2-12345 hunt the troll and turn her down the rocky road and all the way to skyrim wack fa lol de dah
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Arnold Wet
 
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Post » Sun Oct 17, 2010 2:41 pm

What I am curious is if we will get spells like Jump, Levitate, and Slowfall back now that we have 1.) An area that could really use it (high mountains!) and 2.) Open cities, which was one of the reasons they took them out in the first place.

Same here, I've always tried to start a mage in Oblivion, I got bored within minutes.
...

Lol there's your problem. It's customary in all RPG's that magic based classes are typically the hardest to start with but eventually become one of the strongest in the end. You suffer a lot initially to be a real badass later ;)

Hopefully we can delete spells now....

I agree but rather then delete the effect (needed for enchanting) I would prefer to filter out or hide the effects I won't be actively using. You still need to own a lot of types of spell effects to enchant properly, otherwise your going to be rebuying skills a lot which gets annoying.

if they bring necromancy into the game i thought it would be cool if say, you just slaughtered a whole small army of warriors and you could cast an area effect reanimate spell and watch your fallen foes all rise up at once an become your minions.

From what I have heard there are not the same restrictions in law against Necromancy in Skyrim as say Morrowind had. It's very well possible we might see it added under Conjuration. At least we had 1 effect in Oblivion which I LOVED since I role play a Necromancer.

A spell where you could pick up huge rocks and throw them att enemies with enormous speed making them flying (the force) xD but yeah, would have been cool, no?

This could fit as a use for another telekinesis. Though I still love stealing items from across the room lol.
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R.I.P
 
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Post » Sun Oct 17, 2010 10:23 pm

When I acquire the ultimate Destruction powers, I want to be able to cast spells like http://content.wallpapers-room.com/resolutions/1600x1200/D/Wallpapers-room_com___Delphian_Calamity_zoom_by_alexiuss_1600x1200.jpg, http://fc01.deviantart.net/fs49/f/2009/224/7/f/Hex_Omega_by_kire1987.jpg, or http://www.animationmagazine.net/pressbox/spaghetti_twister_sm.jpg. :)
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Georgine Lee
 
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Post » Sun Oct 17, 2010 8:11 pm

What is even more awesome, is that this Flamethrower effect is part of a single effect called "Fire Damage" :D According to GI, one effect can have multiple different instances. So not only we are getting fireballs and fire touch on the "Fire Damage" effect, but also things like Fire sprays (Flamethrower) and Auras that burn your enemy, etc.

Which means 85 effects can become 400+ different unique spells. And with options to change the power, area and range like in Oblivion, you can get infinite spells.


what excites me the most is that the spells are EFFECTS which means if each effect has a unique look/damage/use/animation/area of effect I would be soooooooooooo happy, ice that freezes, fire that burns, and other cool spells like telekinesis that works.
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Justin
 
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Post » Mon Oct 18, 2010 12:11 am

I do hope its more like bioshock.

Too much of the old TES magic was just "fortify 10 points block, fortify agility 10 pts...etc..." Then the 4 or so actual useful spells: fire, ice, lightning, damage.


There were some spells I found or created which were fun though: the clothes-removing spell from Sanguine's quest...Sheogorath's weather spell....my favorite was "Chaos": Frenzy level 25 at 50 meter radius--everyone goes nuts and kills each other. Also making my horse jetski over water was cool.
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Alexander Horton
 
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Post » Mon Oct 18, 2010 1:33 am

i hope they did some things with magic. TES magic is boooooooooring. i want dark messiah type magic where i can not only do things to the target but i can interact with the environment around me. :)
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Sammykins
 
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Post » Sun Oct 17, 2010 11:46 pm

It would be nice to have more 'scripted spells' in the game, if that's what this is.
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Lloyd Muldowney
 
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Post » Mon Oct 18, 2010 2:38 am

I agree but rather then delete the effect (needed for enchanting) I would prefer to filter out or hide the effects I won't be actively using. You still need to own a lot of types of spell effects to enchant properly, otherwise your going to be rebuying skills a lot which gets annoying.


According to the GI issue, you can mark as a "Favourite" any armor/weapon/item/spell, so it can be sorted through easily.
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Roanne Bardsley
 
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Post » Sun Oct 17, 2010 4:58 pm

I know more or less this isn't going to happen, but what I would like to see would be pure energy magic. Maybe they could tie it with our dragon roar and the like, but just something. When I say energy, I mean it wouldn't have an element so it could never be super effective, but it could never be non-effective either. It could have a golden light to it, and could shoot out like a beam or something along those lines. This is me just dreaming, but it would be something that could add something else to magic, give it some divercity maybe.
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Steph
 
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Post » Sun Oct 17, 2010 7:14 pm

If they slew Mysticism why didnt they do the same to Alteration? Enchanting is basically altering an Object no? ala things like disintegration, burden, necromancy etc etc?


Enchanting is binding an object to a spell with a soul... so it's more like mysticism imo.

Maybe Alteration will have levitation again; and mysticism spells like telekinesis and reflect could fall under alteration, which would make more sense actually.
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Baylea Isaacs
 
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Post » Sun Oct 17, 2010 4:16 pm

I'm hoping for these two effects/spells, which I think would be awesome:

Ice charge: You cast a spell that causes an ice ball to be in your hand. It glows like a blue light (and can therefore be used to see in dungeons). If you cast on the same button again, this ice ball will begin to charge. When it's charging, everything near you will get frosty and will. The longer you charge, the more frosty everything on the nearby environment will get. At the same time as you are charging, this nearby frost will also be "drawn" to your hand; creating a bigger "ice ball". Once the charge is released, it will freeze the enemy (and deal damage of course), and the nearby environment will still be "frosty" for a while.

Fire charge: Same as above. But with a fire ball in your hand. It will work as a red light (and can therefore be used to see in dungeons). And if you cast on the same button again, it will charge. When it's charging it will also affect the nearby environment, heating it up, and "drawing the heat" into your hand. The fire ball increase in your hand increases, and once it is released it will burn the enemy, making him/her/it burst into flames (and deal damage of course). The nearby environment will be burnt for a while.
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Nick Pryce
 
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