Obtaining spells

Post » Wed Aug 18, 2010 6:57 pm

With no class system, two mages guilds, and only 85 spell effects how do you think we will go about buying spells? will it be the same as normal?. Or will each guild sell different types of spells? And how will the basic spells we usually start the game with work now?
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Anna Beattie
 
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Post » Wed Aug 18, 2010 9:20 pm

probably, i hope spell tomes are back, but are now quest rewards instead of randomly put in dungeons. Doing quest in the mages guild should get you some spells too
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Taylor Bakos
 
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Post » Wed Aug 18, 2010 4:40 pm

how about learning or obtaining such spells through quests or reading books

and they are not just spell effects they are spells because spell making is thankfully gone GONE FOREVER :D

when you get spells the way I described above they will feel so much more worthy, and as you level up perk up your spell becomes powerful and might just gain added effects :)
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Jaylene Brower
 
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Post » Wed Aug 18, 2010 4:54 pm

I would like some spells to be given only by those who have reached proper level within a guild.
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BRIANNA
 
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Post » Thu Aug 19, 2010 1:42 am

Well im finding the flamethrower spell straight away, MUST BURN!!!.
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Fam Mughal
 
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Post » Wed Aug 18, 2010 9:43 pm

I would like some spells to be given only by those who have reached proper level within a guild.


NO

I want to be the archmage without knowing a SINGLE spell

/sarcasm :P

hehe I agree btw.
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Jesus Duran
 
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Post » Thu Aug 19, 2010 1:15 am

I would like some spells to be given only by those who have reached proper level within a guild.



I kind of like that, gives something to be earned

in Morrowind, didn't have the ability to spells that are above our level, though it didn't work most of the time but you had to practice with it
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Schel[Anne]FTL
 
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Post » Wed Aug 18, 2010 2:57 pm

Only 85 effects? There were less in Oblivion.
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Laura Wilson
 
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Post » Thu Aug 19, 2010 3:47 am

I would like some spells to be given only by those who have reached proper level within a guild.

Exactly. Nothing wrong with something like Edgar's for weak starter stuff, but if you want power, join one of the guilds, and for the best of the best, rise through the ranks or get them from end of dungeon chests.
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KRistina Karlsson
 
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Post » Thu Aug 19, 2010 1:45 am

But what spells will we start with?
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Cool Man Sam
 
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Post » Wed Aug 18, 2010 12:29 pm

I want to have to learn spells from NPC teachers. Joining a guild would obviously give access to a larger number of teachers. The really powerful spells should involve a quest - hearing about a powerful sorcerer, and tracking them down to earn their wisdom.
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ILy- Forver
 
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Post » Wed Aug 18, 2010 4:38 pm

But what spells will we start with?


fire bolt :)
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Mel E
 
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Post » Thu Aug 19, 2010 1:10 am

I want to have to learn spells from NPC teachers. Joining a guild would obviously give access to a larger number of teachers. The really powerful spells should involve a quest - hearing about a powerful sorcerer, and tracking them down to earn their wisdom.


What a Glorious idea.
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NIloufar Emporio
 
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Post » Wed Aug 18, 2010 4:45 pm

I would like some spells to be given only by those who have reached proper level within a guild.

I disagree. You should be able to be a magician without in effect endorsing a political organization. Requiring skill to gain levels within the guild makes sense to me though.

The prospect of not being able to create spells still worries me. I don't care if it's "spread-sheety" outright excluding the option would be a shame.
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BaNK.RoLL
 
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Post » Wed Aug 18, 2010 11:41 am

I disagree. You should be able to be a magician without in effect endorsing a political organization. Requiring skill to gain levels within the guild makes sense to me though.

The prospect of not being able to create spells still worries me. I don't care if it's "spread-sheety" outright excluding the option would be a shame.


to resolve this you can obtain the same spell BUT from a more difficult path outside the guild quest, should still be magic related, like a tome that opens when using a combo of high level magic or something like a lost dungeon or a hermit mage with a bad attitude
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Stephanie I
 
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Post » Wed Aug 18, 2010 9:58 pm

and only 85 spell effects

ONLY 85? 85 sounds like quite a lot. How many did Oblivion have? How many did Morrowind have?
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Lil Miss
 
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Post » Wed Aug 18, 2010 5:52 pm

i want to buy them like in the other games but some uber spells should require a quest (like the mountain finger quest) and other uber spells should be learned from master trainers
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Neil
 
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Post » Thu Aug 19, 2010 4:05 am

But what spells will we start with?

Hopefully none. I'd much prefer if, instead, they just had a couple spell books lying around the starter area, so we can choose which, if any, spells we want.
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kevin ball
 
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Post » Wed Aug 18, 2010 10:53 pm

Terrible of course that spellmaking is gone, if the very worst thing imaginable happens spells will go Fable style, and even under the best circumstances a whole lot of creativity is out.

Maybe it will work well, Ill have to see, but for now I cant see anything positive about it.
Looking cooler doesnt matter at all.

I just hope levitation makes a come back and in that case Im joining the Synod or College or wichever has it, and never look back.
I expect not every spell to be available for every character. Rather, each guild of magic will have some unique to them.
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Bigze Stacks
 
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Post » Wed Aug 18, 2010 2:16 pm

Have you been paying attention to the information released about spells at all? They've said that there's a flame thrower spell, and a fire trap spell, that fire does damage over time, frost slows your enemies down, and that shock drains your opponent’s reserves. Rather than simply casting buffs before combat, we’ll have ward spells that need to be timed. If anything, it sounds like there’s more creativity, not less. In Oblivion, spells were simply different colored balls of light, and didn’t really have much difference in visuals or how they worked. Several of the described effects weren’t possible in Oblivion even with spell making. If anything the spell making system in Oblivion made it more difficult for the developers to be creative with how the spells are used in the environment.

Now, I, too was saddened by the announcement that spell making was not currently in the game, but then I realized that as it was, spell making was mostly useful for making game breakers like Weakness to Magicka + Weakness to Element + Elemental Damage, or for creating stronger spells to deal with the progressively stronger enemies. Losing one is okay if we get more mechanically interesting spells, and the other is fine with me if our spells grow with our skill level. The only reason you needed 10 fire damage spells is because Flare from the beginning of the game didn’t cut it at higher levels. Also note that last I heard, spell making was not in the game currently, but they were kicking around ideas for how to make it work. Has anyone heard them say it definitely wouldn’t be in? If it isn’t though, I do want the ability to define more effects in the Creation Kit, rather than be stuck with a pre-defined number as in Oblivion, so modders can more easily add custom effects.
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Nicole Mark
 
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Post » Wed Aug 18, 2010 10:33 pm

how about learning or obtaining such spells through quests or reading books

and they are not just spell effects they are spells because spell making is thankfully gone GONE FOREVER :D

when you get spells the way I described above they will feel so much more worthy, and as you level up perk up your spell becomes powerful and might just gain added effects :)

Complete and utter blasphemy. Also completely wrong as far as it being 85 spells instead of effects. There were far over 85 spells in Oblivion but only about 60 effects. They said that there were more in Skyrim so they have to be effects. If they meant spells than 85 is WAY less. And even if it was just 85 spells there would be 85 effects too because they use the effects to make potions, scrolls, staves, and enchantments in addition to spells.

I hope it is through tomes or you can still get some weaker spells by buying them (Or as I call it, paying them to teach you how to cast it)
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Lori Joe
 
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Post » Thu Aug 19, 2010 2:23 am

I hope some high lvl perks will be spells. :rolleyes:
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Dan Scott
 
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Post » Wed Aug 18, 2010 12:43 pm

(snip)


Yes Ive been paying attention. And I dont give a hoot about how a spell looks. That its a coloured ball of light is simply irrelevant. I care for what a spell does.
It is undeniable that if spellmaking is out, a lot of the creativity is gone.
A lot of potential spells will simply be impossible to make.

And I think spells growing with level needs to be carefully developed, or it will end up all Fable. Bland and boring.
And what if I want to cast a 10pt fire spell?
Maybe I want to attract attention or dispatch a rat.

Creativity for me is not about timing when I push a button, or how long I push a button. This comes too close to player skills, whereas I want a game that relies on character skills.
I loved spell creation for the staggering, astronomical number of spells that could be made.
That is what being a mage is for me. Using my brain to make a spell or spell combo for different situations and different enemies.
Not push button b for area and hold button a until a little bleep says Im now using the next level.
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Ben sutton
 
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Post » Thu Aug 19, 2010 2:54 am

I disagree. You should be able to be a magician without in effect endorsing a political organization. Requiring skill to gain levels within the guild makes sense to me though.

The prospect of not being able to create spells still worries me. I don't care if it's "spread-sheety" outright excluding the option would be a shame.

I agree, yes some of their services should require that you are more than a hanger on, probably lots of people who join so they get cheaper potions and can eat at the mage guild then in town.
However spells should be buyable for everybody.
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Claudia Cook
 
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Post » Wed Aug 18, 2010 10:33 pm

Have you looked at Midas Magic? From what they're describing, that's simiar to what they seem to be going for. A lot of those spells are also heavily scripted, and so can't be modified at the Spellmaking altar. They're also interesting mechanically, and do things like pushing enemies away fron you, stopping time in an area, calling down a pillar of fire from the sky or summoning a thunderstorm, really cool stuff. That and Supreme Magica, which makes all standard spells at the maximum value for their level is what make me realize that losing spellmaking may not be so bad.

Also, it makes sense for an organization like the Mages Guild to hold back the really powerful spells for high-ranking and trusted members rather than allowing just anyone to get thier hands on any spell they want.
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Susan Elizabeth
 
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