Organic Spellmaking...

Post » Wed Mar 09, 2011 9:33 am

Okay.. so apparently, Bethesda has been struggling with the problem of Spellmaking.

As Todd Howard puts it, "It takes the magic out of magic". But at the same time it is a very nifty feature... this dilemma can be solved, I think, by making Spellmaking "more organic".

I was pondering it, and I thought "Shouldn't any mage who had practiced their skills enough, be able to make their own magic?" The concept struck me as very obviously true. So when do you unlock spellmaking?

-Spellmaking should be unlocked after gaining certain magic based skills. Definitely. Only skilled mages can begin to create their own spells.

As for how to make spells... i think it should be all in the "palm of your hand".

First, select the spell(s) (Say a fire spell) that you wish to include in your final spell. I think your character should stretch out his palm of his hand... and begin to manipulate fire in front of the screen. You can move the D-pad, and various hand motions show the difference between (Touch, target, and self).

Target should be shown by the energy farther away from the fingertips... touch should make the hand glow and pulse... while self should have the hand pressing against your own chest.

Next is intensity... This is shown by the size of the effects going around the hand. The intensity starts small, but you can slide the D-pad to either side and the intensity of the spell visually increases in your hand. The amount of Magika that the spell costs will be shown in your blue bar as a "highlighted portion".

And after that, duration. Your character flicks some of the "spell" into the air, and manipulates it. It goes out at various intervals, which you can change with the D-pad.

And Viola! You have created a spell, without using a single slider. In the palm of your own hand! Your character holds the new spell up in his left hand.

If you selected more than one spell, your right hand will do those, as the left hand holds up the "current spell"... adding them one at a time.

Tell me that doesn't sound cool!
User avatar
Jhenna lee Lizama
 
Posts: 3344
Joined: Wed Jun 06, 2007 5:39 am

Post » Wed Mar 09, 2011 4:00 am

Meh, with enchanting coming back as a skill, I'd rather just enchant a piece of paper to make a scroll that helps the body channel magicka through one hand into multiple effects. With two hands you pretty much can make many of the spells people used the spellmaking system for. Its the best of both worlds. People who like the old system can use scrolls which are made in the same fashion, while people who didn't like how spellmaking was handed in the old system can play around with their two hands.
User avatar
Ladymorphine
 
Posts: 3441
Joined: Wed Nov 08, 2006 2:22 pm

Post » Tue Mar 08, 2011 9:38 pm

The min/maxer in me had to say no to your idea. Although, it is rather creative.
User avatar
Jennie Skeletons
 
Posts: 3452
Joined: Wed Jun 21, 2006 8:21 am

Post » Wed Mar 09, 2011 2:26 am

Meh, with enchanting coming back as a skill, I'd rather just enchant a piece of paper to make a scroll that helps the body channel magicka through one hand into multiple effects. With two hands you pretty much can make many of the spells people used the spellmaking system for. Its the best of both worlds. People who like the old system can use scrolls which are made in the same fashion, while people who didn't like how spellmaking was handed in the old system can play around with their two hands.

If spellmaking is truly out, more than likely is, scroll enchanting with multiple effects is the fairest compromise.
User avatar
Kelvin Diaz
 
Posts: 3214
Joined: Mon May 14, 2007 5:16 pm

Post » Wed Mar 09, 2011 5:23 am

The limitations I put up there are arbitrary (Required levels, slot limits, etc).

It's the idea of it that fascinates me, not the details.
User avatar
Siidney
 
Posts: 3378
Joined: Fri Mar 23, 2007 11:54 pm

Post » Wed Mar 09, 2011 1:47 am

If spellmaking is truly out, more than likely is, scroll enchanting with multiple effects is the fairest compromise.


Enchanting a scroll is so far removed conceptually from actual spellmaking I don't consider it a compromise at all, it isn't a concession, it isn't anything. It might be a very small compromise to people who only wanted spellmaking so they could throw the occasional multi effect spell.
User avatar
N3T4
 
Posts: 3428
Joined: Wed Aug 08, 2007 8:36 pm

Post » Wed Mar 09, 2011 11:57 am

Problem is this doesn't fix the main reason spellmaking was removed.
Spells now work completely differently, some of them having more than one form in a single spell. Balancing this for spellmaking would be difficult.
User avatar
Lewis Morel
 
Posts: 3431
Joined: Thu Aug 16, 2007 7:40 pm

Post » Tue Mar 08, 2011 9:52 pm

Problem is this doesn't fix the main reason spellmaking was removed.
Spells now work completely differently, some of them having more than one form in a single spell. Balancing this for spellmaking would be difficult.


Indeed... but I remain convinced that a system without sliders could be devised... even one which combines multiple effects. Maybe after completing the first "effect" of the spell... the spell in its current form should be held in one hand, while the other hand tackles the next round of spellmaking.

Doing it in your hand by the side of the road, or by a campfire... has such a... True mage feeling to it.
User avatar
Marine x
 
Posts: 3327
Joined: Thu Mar 29, 2007 4:54 am

Post » Wed Mar 09, 2011 1:11 pm

The min/maxer in me had to say no to your idea. Although, it is rather creative.


Um, what does min/maxing have to do with this, at all? Do you even know what that term means?

I say yes to your idea, so long as it's only unlocked after you become a master of the schools. It's a very creative idea.
User avatar
scorpion972
 
Posts: 3515
Joined: Fri Mar 16, 2007 11:20 am

Post » Wed Mar 09, 2011 3:12 am

I'd much rather be able to tailor it and have the game remember the last settings. That way, I can "boost" a spell slightly every time my skills an abilities improve, or make changes as needed, without having 3 or 4 slightly different variations of the same thing. Whenever I cast it, it uses the last set of slider settings. The amount of manipulation to do all that "on the fly" every time seems like it would be a real pain in the middle of a fight.
User avatar
Darren Chandler
 
Posts: 3361
Joined: Mon Jun 25, 2007 9:03 am

Post » Wed Mar 09, 2011 4:55 am

Problem is this doesn't fix the main reason spellmaking was removed.
Spells now work completely differently, some of them having more than one form in a single spell. Balancing this for spellmaking would be difficult.

I already thought of a way to balance it. Basically, no mixing harmful and hurtful spells, and all the effects that you want to put in a spell have to have at least one attack form in common. So if you want to make a spell that can be fired either as a ranged spell or an AOE, every effect you put in the spell has to be able to be fired in those ways. From there you use the visual effects of whatever the first spell is. All of this can be done in game, similar to how you can only make potions that have the same effects in their ingredients (at least until max level). It works the same way Dell helps you build a computer that is compatible, or a video converter (if it is a good one) won't let you convert a file in a way that won't play correctly. All the info is there. I hope we can use XML and make our own menus with the CK, then someone will implement it for us.
User avatar
joannARRGH
 
Posts: 3431
Joined: Mon Mar 05, 2007 6:09 am

Post » Wed Mar 09, 2011 1:37 pm

I'd much rather be able to tailor it and have the game remember the last settings. That way, I can "boost" a spell slightly every time my skills an abilities improve, or make changes as needed, without having 3 or 4 slightly different variations of the same thing. Whenever I cast it, it uses the last set of slider settings. The amount of manipulation to do all that "on the fly" every time seems like it would be a real pain in the middle of a fight.


When did I say that you had to re-create a spell every time it was cast? lol. Once you make a spell... it becomes "A spell" Isn't that obvious?
User avatar
Shianne Donato
 
Posts: 3422
Joined: Sat Aug 11, 2007 5:55 am

Post » Tue Mar 08, 2011 11:38 pm

If I'm honest I like how spellmaking is in OB aand should stay that way IMO :shrug:
User avatar
Aliish Sheldonn
 
Posts: 3487
Joined: Fri Feb 16, 2007 3:19 am

Post » Wed Mar 09, 2011 8:16 am

Um, what does min/maxing have to do with this, at all? Do you even know what that term means?


I don't think you know what it means. If I can't see precise numbers for what I'm doing, I can't maximize the effectiveness of my spells. It will always be rather wishy-washy.
User avatar
Maria Garcia
 
Posts: 3358
Joined: Sat Jul 01, 2006 6:59 am

Post » Wed Mar 09, 2011 9:51 am

I don't think you know what it means. If I can't see precise numbers for what I'm doing, I can't maximize the effectiveness of my spells. It will always be rather wishy-washy.

Definition of min/maxing-
Min/Maxing:
Min-maxing is the practice of playing a role-playing game, wargame or video game with the intent of creating the "best" character by means of minimizing undesired or unimportant traits and maximizing desired ones.
I think the term you're looking for is..efficient? But I fail to see how the term min/maxing comes into play here.
Min/Maxing is something you do in a game like WoW where you make the best possible character with the best professions for raiding that you can possibly have for the maximum DPS, tank avoidance, or HPS you can possibly make, no matter how expensive it is to gain the smallest increase.
User avatar
Catherine Harte
 
Posts: 3379
Joined: Sat Aug 26, 2006 12:58 pm

Post » Tue Mar 08, 2011 11:40 pm

I don't think you know what it means. If I can't see precise numbers for what I'm doing, I can't maximize the effectiveness of my spells. It will always be rather wishy-washy.


That's the magic of it.

Todd Howard is the one looking to resolve the "magic" being svcked from magic. This... in my honest opinion, is a good proposal as to how to do that. Rather than being a math equation seeking to be the most efficient numerically... it makes Spellmaking into an organic process relying upon discovery and experimentation.
User avatar
JAY
 
Posts: 3433
Joined: Fri Sep 14, 2007 6:17 am

Post » Tue Mar 08, 2011 10:04 pm

Okay.. so apparently, Bethesda has been struggling with the problem of Spellmaking.

As Todd Howard puts it, "It takes the magic out of magic". But at the same time it is a very nifty feature... this dilemma can be solved, I think, by making Spellmaking "more organic".

I was pondering it, and I thought "Shouldn't any mage who had practiced their skills enough, be able to make their own magic?" The concept struck me as very obviously true. So when do you unlock spellmaking? I say you gain the ability to have 1 "SpellMaking" slot at each... 20 or so levels of that spell. So if your destruction is 20, you have 1 spellmaking slot (for destruction), and if it's 100, you have 5.

As for how to make spells... i think it should be all in the "palm of your hand". When you select to "make a [Destruction] spell" I think your character should stretch out his palm of his hand... and begin to manipulate destruction magic in front of you. Fire should appear first. If you push the D-pad to either side, your character flexes his palm and Frost or lightning appears in his palm instead. When you press the trigger for that hand, it "chooses" the element that is currently being shown.

Pressing the D-pad up or down should change it from "Target, Touch, or Self". Target should be shown by the energy farther away from the fingertips... touch should make the hand glow and pulse... while self should have the hand pressing against your own chest.

Next is intensity... the intensity starts small, but you can slide the D-pad to either side and the intensity of the spell visually increases in your hand. The amount of Magika that the spell costs will be shown in your blue bar as a "highlighted portion".

And after that, duration. Your character flicks some of the "spell" into the air, and manipulates it. It goes out at various intervals, which you can change with the D-pad.

And Viola! You have created a spell, without using a single slider. In the palm of your own hand!

Tell me that doesn't sound cool!


Once again, for all the people who don't seem to get it, magic in the TES universe isn't created in the palm of your hand or any of that nonsense - it's called forth with incantations - SPOKEN WORDS. That's why Silence prevents spellcasters from casting spells and that's why spells have to be studied and learned - the proper incantations have to be discovered and/or memorized.

This forum really, REALLY needs fewer posters who don't know how the TES universe works. Go back - play the games (note the plural) - read the lore - understand how things work on Nirn, THEN come back and make suggestions.

Oh and - for the record - Todd's "takes the magic out of magic" swill is just PR fluff. The problem is that they changed the magic system and it will take time and resources to create a spellmaking system that will work with that new magic system and not screw up the game balance, and Beth is trying to weasel out of investing that time and resources. That's it. "takes the magic out" and "spreadsheety" are just empty rhetoric - talking points - excuses.
User avatar
Sabrina garzotto
 
Posts: 3384
Joined: Fri Dec 29, 2006 4:58 pm

Post » Wed Mar 09, 2011 12:19 am

Definition of min/maxing-
Min/Maxing:
Min-maxing is the practice of playing a role-playing game, wargame or video game with the intent of creating the "best" character by means of minimizing undesired or unimportant traits and maximizing desired ones.
I think the term you're looking for is..efficient? But I fail to see how the term min/maxing comes into play here.
Min/Maxing is something you do in a game like WoW where you make the best possible character with the best professions for raiding that you can possibly have for the maximum DPS, tank avoidance, or HPS you can possibly make, no matter how expensive it is to gain the smallest increase.


Minimizing magicka cost. Maximizing damage. What don't you get?


That's the magic of it.

Todd Howard is the one looking to resolve the "magic" being svcked from magic. This... in my honest opinion, is a good proposal as to how to do that. Rather than being a math equation seeking to be the most efficient numerically... it makes Spellmaking into an organic process relying upon discovery and experimentation.


But this idea doesn't actually remove the math, it just makes it more cumbersome. Now, if there was some randomness added to it, then you could make that argument.
User avatar
Saul C
 
Posts: 3405
Joined: Wed Oct 17, 2007 12:41 pm

Post » Wed Mar 09, 2011 10:06 am

Once again, for all the people who don't seem to get it, magic in the TES universe isn't created in the palm of your hand or any of that nonsense - it's called forth with incantations - SPOKEN WORDS. That's why Silence prevents spellcasters from casting spells and that's why spells have to be studied and learned - the proper incantations have to be discovered and/or memorized.

This forum really, REALLY needs fewer posters who don't know how the TES universe works. Go back - play the games (note the plural) - read the lore - understand how things work on Nirn, THEN come back and make suggestions.

Oh and - for the record - Todd's "takes the magic out of magic" swill is just PR fluff. The problem is that they changed the magic system and it will take time and resources to create a spellmaking system that will work with that new magic system and not screw up the game balance, and Beth is trying to weasel out of investing that time and resources. That's it. "takes the magic out" and "spreadsheety" are just empty rhetoric - talking points - excuses.


This is just a thought that popped into my mind that sounded cool.

I'm not demanding implementation... nor am I demanding that my details be followed to the letter. I am just putting forward an idea.

Right... a forum that needs fewer posters... Sounds very open minded of you.
User avatar
FABIAN RUIZ
 
Posts: 3495
Joined: Mon Oct 15, 2007 11:13 am

Post » Wed Mar 09, 2011 6:03 am

Minimizing magicka cost. Maximizing damage. What don't you get?

Todd Howard stated that there will be so many spells already in the game, that they don't leave much room for improvement. Since they are taking spellmaking out, obviously they are taking this into consideration. You will have your high damage spells that cost a lot of Magicka, and your baseline spells that can be "spammable" more than likely.
What don't you get?
User avatar
Tiff Clark
 
Posts: 3297
Joined: Wed Aug 09, 2006 2:23 am

Post » Wed Mar 09, 2011 8:28 am

Problem is this doesn't fix the main reason spellmaking was removed.


Dont jump the gun... Remember still not confirmed as 'removed'. (But most likely will be Ha)
User avatar
Charlotte Buckley
 
Posts: 3532
Joined: Fri Oct 27, 2006 11:29 am

Post » Wed Mar 09, 2011 12:41 pm

I'd just really prefer it not be removed...

I do hate the sliders and how they suspend your disbelief in a cruel instant... but I also love the customization.

I hope that belief can be maintained along with spellmaking. That would be ideal.
User avatar
Madeleine Rose Walsh
 
Posts: 3425
Joined: Wed Oct 04, 2006 2:07 am

Post » Wed Mar 09, 2011 5:40 am

Below is my old post :)


Since they are overhauling the Magic system and adding environmental effects such as lightning stunning and draining magicka or fire continuing to burn, here is a list I hope with regards to current spell effects. using the Oblivion and Morrowind spell effects archives. its more like a detailed hoped etc etc. again this is the HOPE that they are keeping spell effects and not shelling us with same fable esq crap where you can only cast so many spells and not make your own, trust me after 10 mins its going to get annoying casting the same fireball spell, and context sensitive spell casting is a cheap cop out to me.

Really spells are from research an art even, not that you bought them from a person that sells spells, at any point if spells are sold they should only be from scrolls, where then if you are not associated with the Mages guild (now Synod and Whispers) then you memorize and incorporate that spell, rather than buying it from some store. and of course you can be *taught* the a spell or rather spell *effects* from other trainers, but ultimate what spells you have are what you concentrated and formed yourself.
I envisioned a spell making system were it was ACTIVE.

During spell making the player assumes a meditative stance and would muster a large portion of their Magicka and a concentrate it into a specific kind of Spell effect, the amount of magicka Mustered would be diminishing so a kind of trail and error or you'll have to know exactly what kind of spell you want to make before you make it approach would be needed. you couldn't do it on the fly, a form of concentration of focus would be needed to even start the process, meditating or being at rest and utilizing the magicka. quiet area's with no disturbances or unusually large amounts of residual magicka would be helpful.

be aware its most likely just spells and not spell effects as the aforementioned Contextual spell casting, lack of spell creation and only 85 spells for 6 schools gets undercut-ted significantly in what we can do.



Concentration- whether or not its densely packed / and if that affects a wide or limited area

Sustained or not - deciding whether or not its a flame thrower or a fire ball, an arc of lightning or a sustained flurry

Intensity - Frequency would control whether the effects lasts after the initial caste, such as setting things on fire, or effecting a persons mind after using a very powerful charm spell.

the more adept you are at spell making / being a mage/That School of Magicka the more effects you can utilize while making a spell and the less likely you are to backfire during the process spell effects are taught by their respective guild schools (each Chapter in Oblivion specialized in a school) or by Books/Scrolls.

You would be able to make spells beyond your scope, but it would be difficult and taxing to your character in making it and casting that spell. certain spells depending on how you made them would be difficult for you to caste at first, but with more use you become more proficient at using your spells. continuing on taxing the player certain perks could be available that allow you to reach into deeper pools of magicka where otherwise you would simply run out and notbe able to caste. and even further more casting spells frequently with little magicka would fatiuge your character from draining stamina, making focus harder, to draining your health.

You could still be taught spells from other mages or learn from scrolls bought at various stores as a way for the individuals not proficient in Magick to have access to such.


School of Alteration

The school of Alteration involves the manipulation of the physical world and its natural properties and shaping them to aid the mage

Spoiler
Burden: Increases the weight of an object or all objects on an opponent. can be used to increase your standing power or keep an object out of an opponents use, failure results in a higher than normal burdening possibly culminating in crushing of user or casted object, or lack there of.

Feather: Decreases the weight of an object or all objects on an opponent, can be used on self to lighten weight and move faster or jump higher in difficult situations, failure results in unstable field, unwarranted deactivation

Fire Shield: Evokes a Field/Sphere of FIRE around the user, effective at staving off localized frost hazards and attacks. can increase dmg done by fire attacks both incoming and out going, as well as potentially killing the user in hostile environments where heat/fire is in excess. can be nulled by Dispel if its higher then the casted shield, failure results in burning

Frost Shield: Evokes a field/Sphere of ICE around the user, effective at staunching off Fire based attacks, Can increase dmg done by Frost based attacks both incoming and outgoing, can kill or dmg the user if used for too long in frost hazards IE Blizzards. can be nulled by Dispel if it is higher than the casted shield, Failure results in frost damage or possibility of temporary freezing

Open: magically opens a locked container or door. lower levels can unlock doors not sealed by magical means, Higher levels require dispel or great proficiency in open when used with telekinesis, doors can be opened at a distance, allowing the user to gain ground from a pursuer

Lock: magically Seals an open door or Container, when used with Telekinesis doors can be locked at a distance giving the user some reprieve from an extensive chase or lock their hapless victim from continuing to flee, it is different from physical lock in that the seal is reinforced by magicka and takes more than a key to open, however without local enchantment or certain perks, the magicka reinforcement will run out, leaving the lock level to remain. note a lock spell cannot increase the level of lock already on a door.

Shield: Creates a Magical Shield that universally protects the user, however it is impermeable and does not allow for magical attacks in or out the field, can be nulled by Dispel, little protection from environmental hazards. failure results in an unstable field, allowing objects/attacks to penetrate the field. perks are available to extend the natural caste time of this spell as well as add push back force to heavy blows incurred on the shield

Shock Shield: Creates a Sphere of Magical Electricity, able to damage opponents coming to close to the user, Shock based attacks are doubled going out but do not penetrate the field, does not protect against environmental hazards /fire/frost. failure results in an unstable field lashing out an anything in its reach and potentially damaging the user

Water Breathing: allows the user to utilize Magical breath sustaining the user under area's low or devoid of Oxygen, can resist air/inhalation based poisons, failure invokes astral vapors disease

Water Walking : allows the user to walk on water, lower levels restrict the user to *walking* higher levels give greater stabilization to allow running and even sprinting or extended combat over water. failure results in a lost of effect.


School of Conjuration

The school of Conjuration practices in the art of summoning magical items and beings from the outer realms to serve you, often this school of magick requires both hands be free for spell casting, increasing in level and certain perks allow for combat summoning. at higher tiers and advance studies in the arts, deadric summoning open up for the player. obviously there are significant dangers to summoning creatures especially those from the outer realms.

Spoiler
Bound Armor and weapons: ability to prioritize a set of weapons/ Armor for instant equip and use during combat for mages that cannot use armor effectively. the Bound Objects are specialized for the mage to allow maximum magicka usage and mobility despite that armors type, is vulnerable to dispel and disintegrate but are more resistant. the armor can be fortified with additional magicka, Failure results in dispersion of the armor, greater levels of Bound weapons allows the user to summon unorthodox weapons and armors from the Deadric planes with the required teachings/perks.

Summon Ancestor Guardian: a Purely Dunmeri Ability, a Dunmer is able to call upon its ancestors for aid, Ancestor ghosts can aid in battle, provide council, possess enemies or buff the users with its blessings, the Ancestors are giving strength through offerings and reverence made at local Temple shrines. failure results in summoning the wrong Ancestor, potentially from another family, or no ancestors at all. Higher levels can evoke 2 more ancestors to aid the user.

Summon Animal - Spider lings, Bears, Wolves etc etc: depending on type of summoning a Pre-existing animal from a nearby location can be called to aid the user, otherwise a magical summoning is brought fourth which is more vulnerable to magick disrupting attacks, preexisting animals leave after their service has expired, and only familiars stick around to continue aid. various animals have different abilites and are helpful in a variety of ways. failure results in the summoning turning on you and or phasing out of existence in terms of magical based summonings

Summon lesser Deadra: understood as low caste Deadra, these include deadra of what mortals believe as limited intelligence deadra, Daedroths, Clanfears, Scamps etc etc, these Daedra are bound to the user when summoned, many are aware of the situation and will do as told, however unexperienced casters have found how smart these individuals can become, and bringing fourth to many can have dire consqeuncess if you don not posses the required skills/knowlegde.

Summon Dremora: summoning Dremoras is a risky business, and often are possible through preexisting pacts with a particular Dremora or common summoning speech used to bring
one forth, while lower tier Soldier Dremora are common but no less risky to call fourth, Dremora Lords are a whole other animal and are best done by highly skilled practitioners with a clear goal of what they want the Dremora lord to do, otherwise the Lord will show little hesitance to strike at anything in range if left at its own devices.

Summon Atronach: Atronach's are similar to Dremoras in the risks involved when summoning them, they are often silent, and obedient, which makes them fairly deadly as they are not as predictable as the Dremora Counterparts, each Antronoch form has a different cognitive type. as with all Daedra a modicum of caution a preparedness is essential for survival.

Summon Undead: encompassing ghosts, wraiths, skeletons, zombies, Summoning Undead can be done on the fly with a weaker magically summoned variant, or one from a disturbed area were souls roam, by using summon undead and culminate of appropriate assemblage of bones and weapons, flesh and cloth, or a spirit will come to your aid, Failure of such results in either a dude casting, or another opponent to clash blades with. (or run from)

Turn Undead: Lesser instances of this spell effect will send undead creatures fleeing from your sight, greater instances burning them and banishing them from their corporeal forms. failure results in..failure and a mad spirit.



School of Destruction

The school of destruction utilizes the more arcane and detrimental aspects of magicka to bring to bare against both living and undead things. lacking training in this school can incur recoil damage from spells beyond the casters ability, it is the most intense in magicka usage and can wear down a novice caster fairly quickly. most spell failures include a fizz out of sorts for botched casts, it is also one of the more risky schools to delve into when making your own spell, potentially setting the area around you on fire.

Spoiler
Damage Attribute/Health/Magical/Stamina: this is a purely magical effects handy-capping its related target, where its applying unseen damage to a targets health, breaking their Magicka, or Stamina a target without the appropriate defense will find themselves falling really fast, Single caste Damage spells take a significant amount of Magicka use and more often harm other effects in addition to their intended targets but to a lesser degree, while temporary damage takes less, and is well...temporary. is extraordinarily useful with other destruction based attacks or those used in succession with debuffing spells. this effect is not pleasant for the victim and is not harmless like absorb.

Disintegrate Armor/Weapons / Area: does as it says, this Spell degrades armor, weapons, barrier doors, anything inanimate is subject to this spell effect, when used in conjunction with out destruction spells, that particular effect is enhance, and can chip away defenses vulnerable to its type, like a disintegrating fireball on a barrier, however because of its purely magical nature residual effects like frost, burn and frost only last the duration of the entire spell, failure results in a wild cast or destruction of personal equipment. resisted naturally by enchanted weapons/armor.

Absorb(Restoration)/Drain: works similar to Damage, but the damage is done overtime consistently, Drain is not instance, and in its use the users magicka pool is reduced, however the effects can easily turn the tide of battle and are useful for items to gain a charge, store it , and apply to yourself on an enchanted object. failure results in a dud caste, or polarized Drain/Absorb. this effect is also harmful unlike absorb.

Fire Damage: Produces the Magical elemental version of Fire, as potent and just as dangerous, magical fire remains as long as its duration/power of the spell, with some naturally heat produced flares remaining behind, Fire damage can be focused into a stream, a volatile ball, or an explosive bolt. touch based fire damage can be utilized in strikes or grabs, burning the area of choice and potentially instantly killing depending on the area. failure results in a dud caste or fire damage.

Frost Damage: similar to Fire Damage can freeze on contact, used on the ground can create a slippery area for opponents, will naturally evaporate after its duration is over.

Shock Damage: ditto can be used on bodies of water for an even greater effect on enemies occupying that area.

Weakness to: reduces resistances



School of Illusion

The School of Illusion can both effect the minds and perceptions of other living subjects as well as in higher tiers the mental domination of mundane and magical creatures and individuals. if you aren't careful, your own spells can backfire and compromise your own perceptions as well and even incur hallucinations, and being the mind such a powerful thing, your own magicka can manifest into a real personal threat...

Spoiler
Calm: the user wipes the mind of his/her attacker and evokes a sense of disinterest, the effect is increased when utilized with chameleon or invisibility literally forcing the target to forget you were their long enough for you to disappear. greater levels are required for high INT individuals or excessively aggressive animals. Failure results in a dud spell. higher levels can extend the effect beyond the victim, suddenly becoming disinterested in their current tasks, Zoning out, laxness, or even sleep when combined with Drain fatigue and Drain Stamina

Chameleon: makes the user into a silhouette(Sp) of sorts, you are still able to do actions such as attack and pick items up, but such will allow your opponents to focus on you more, the greater distance between you and a target, the less chameleon you require to sustain, opponents with abilities like Detect life or being hit by marking attacks such as spider webs, or projectile vomit will paint you out despite the Chameleon. some animals have a greater degree of senses and can locate you. failure results in partial chameleon casts or dud cast.

Charm: Charm Hijacks your targets mental processes and lulls them into having a greater degree of being persuaded, Animals are drawn to protect you and people are placed into a sense of ease around you, high INT can negate this effect and animals with higher senses /smell/sight etc etc can shake themselves out of the effect. Higher levels of Charm can have undetermined effects on the victim, including near insanity, incoherent babbling, etc etc.

Command : the greater cousin of Calm, Command Hijacks the victims cognition and forces them into service for you, some higher INT opponents may be well aware that they are under your control unwillingly and will generally try to resist, too strong of a Command can completely stupefy its intended victim leaving you with a useless husk, like Charm, permanent Casted Commands take more magicka and are prone to resistance while durations are cheaper and gradual, allowing for greater control.

Demoralize: Scaring your opponents bowels clean, this spell effect evokes an irrational sense of fear or hesitation in your opponents, where lesser creatures require little Magicka for use, Greater opponents like Dremora are nearly impossible to scare witless, Demoralize may not always work as intended as some animals and people as well will flail against their fears, putting a overly confident user into a blind flail in an effort to protect themselves. the effect is increased when used on Weapons, armor or even another individual. failures include dud casting or simply pissing off the intended victim even further.

Frenzy: Invoking an overwhelming sense of rage into your opponent, this is an excellent alternative to taunting, due to some opponents being resistant to taunting and some animals (they don't know you are taunting them) it can be used to force an enemy to expend more energy, and lose focus making them slip up, make mistakes, or not notices things (like the Fire trap I just layed on the floor) animals also lose touch and focus with their senses allowing you to sidestep them and evade them easily, or plain just tire them out and put them out of their misery, like most spells, Duration, touch and or short range spells take less magicka than do range spells, making spell such as a light fire damage spell and a frenzy can cause nearby enemies to lose moral at seeing a flaming raging beast of a man/animal. failure includes a dud spell or in a perfect world, your character getting pissed and going on a killing spree out of your control(jk)

Invisibility: this spell effect phases out the user, they are still tangible but not observable in the physical world the effect persists so long as no extensive action is taken interacting with objects outside the players field will disrupt the spell, although undead/ghosts/spirits can still see the user, most other enemies not using spells like detect life cannot see the player but can hear them, unlike chameleon invisibility's optimal range is all whether close or far, but factors like projectile markers (vomit/spit/webs) can signal out the player, animals with heightened senses can also detect where the players general area is, but cannot focus on them, ranged attacks also generally miss. like other spells Invisibility can be used on objects to conceal them from thieves, or their seekers, but because of the magical endowment can be detected by Detect enchanted objects spell. failure includes dud casting (example casting invisibility and levitation instills near total nullification of being detected by physical means...as long as you don't bump into a chandelier, doing so could spook unaware npc's in their homes, and can cause them to react in a number of ways.)

Light: Illuminates the area via light Orb or object that the spell is applied to (rings, swords, Shields, clothing) the spell
persists under duration or as long as magicka is feed into it from the enchanted item or player, Light can be intensified to stave off light sensitive creatures/abominations, it can also be combined like other spells into forms like fire damage combined with light gives Solar burst, an intense daylight effect useful for keeping vampires at bay(those sensitive to light anyway), you cannot sneak while illuminated unless you cancel the spell or pocket/drain your items with Drain Magicka.

Blind: Obscures the Vision of the victim, often causes a slight demoralization for eye reliant enemies, has no effect on *blind* targets such as blind moths or those with high perception, negates the use of vision enhancing effects like night eye , detect life, detect magicka. when used with Light, it literally becomes blinding light, obscuring the foes vision in the appropriate intensity of the spell, enemies afflicted lose all focus on the player and will generally flail about, those with higher INT, Levels or well trained will at times calm down to better improve their chances of striking the player, sound plays a huge role at this point and taunting oh throwing objects can sway the enemy, to prevent the enemies recollection its best use in conjunction with frenzy or demoralize. spell failure includes Cast Dud.

Night-Eye: a spell effect used to mimic Khajiit's natural ability to navigate the darkness with little trouble, such requires a steady flow of magicka or relevant enchanted items equipped, it comes in intensities from low light illuminations to complete near daylight like hues, however the spell effect Light as well as other light sources can disorient the user or anyone using night eye. failure results in *blind* spell effect.

Paralyze: this spell/effect can range from making movement extremely difficult (coupled with burden) to nigh impossible applicable by poisons, Inhalation, injection. this effect as a myriad of transmissions, it can reduce the effectiveness of a combatant in battle, inhibits mages from hand castes, and make them vulnerable to attack, combined with Frost, it could indefinentlyindefinitely entomb and kill an opponent, or burn them alive for the more sadistic practitioners. failure includes dud caste of paralyze on self.

Rally: The opposite of Demoralize, Rally can invoke an overwhelming sense of bravado and courage into its target, at higher levels such can become near zealous or suicidal Higher INT *enemies* may notice something is wrong but they are compelled to carry out their fearlessness onto the duration of the spell unless they are able to resist and shrug off the spell, when used with Charm or command they are more susceptible to Rally, Rally does not substitute for a true leader however, who is able to invoke true bravery and zeal, but the spell is an excellent alternative to those with low speech craft and charisma. one thoughtful way to employ this spell is to caste it on a sword, with an area effect and caste on activation not hit (or you'll be making your enemies more willing to kill you) then brandish your sword in a rally call and the effect will boost their moral. failures include dud casting

Silence: Does exactly what it says, it prevents vocal castings and doubles the length of time it takes for castes that require vocal and movement casting, it also prevents foes from calling for help or rallying others to their position, if they die during the silence caste, they will generally make no sound depending on the intensity for some opponents this can reduce moral in combat. casting silence on an NPC will not enable them to talk, where it would be a decent show of superiority to your perceived lesser, casting it on an citizen is generally a crime and not well received. Failure includes back fire silence, one inventive way to utilize silence is in combination with paralysis leaving the individual fully aware but helpless as you pilfer their store, blind is also useful as long as they did not observe you prior, thus forgoing having your image posted all over town.

Sound: apart of the casting inhibiting spells, Sound creates a thought scattering noise on the victim, disabling thought evoked spells (spells casted by recalling them or remembering them) much of the enemies or players spell repertoire is disabled for the spells duration, and combined with the other spells of its kind can be quite potent, in addition sound combined with a fire ball can have a demoralizing effect on lesser creatures and enemies. spell failing includes self infliction of sound, and *shell shock* type of effect.


School of Mysticism I know its gone

Mysticism involves the manipulation of magical forces and boundaries to bypass the structures and limitations of the physical world

Spoiler
Detect Life : Allows the user to see living things through solid objects. whether they are cloaked by darkness or Magic, so long as they have life, they will glow. failure includes spell dud caste.

Dispel: depending on the casters proficiency, this spell can severely weaken or utterly abolish any Magicka based spell present on an object, from falling shields, wiping away buffs, and Enchanted weapons (effective when used with Drain can completely remove the enchantments) Dispel is essentially voiding Magicka from an object or area. failures include spell dud caste.

Absorption/Reflect Damage/Spells are inherent in magicka Shield, certain birth signs and combination of certain perks as well.

Soul Trap: makes the smallest applicable soul gem active for the target in question as to which it will encase that living targets soul upon death. spell failure includes spell dud caste or soul escaping based on its strength

Telekinesis: you to pick up an item or individual from a distance based on strength of the spell. from there you can bring them to you and send them flying at another target, higher levels allow for multiple/heavier objects to be utilized as either shields or projectile weapons, even as building blocks to access other areas. spell failures include dud cast, uncontrolled telekinetic throws, application on self and aforementioned Throws, or wild cast.


School of Restoration
The school of Restoration utilizes magicka to Fortify, Restore and absorb the caster in question, most spell failures include a simple spell dud, nothing too detrimental.
Spoiler
Absorb: from Magicka to health, attributes and skills Absorb allows to user to gain strength from other individuals/Objects for a temporary boost, the effect is not harmful and is somewhat symbiotic like drain, where the victim / source ceases so are the gains, like drain spell effect failures include polarization of the stream, this spell is useful for absorbing magical items or friendlies with strength to spare.

Cure Disease/Poison/Paralysis: this spell effect reduces or removes the effects of their appropriate relations, Reduced spell effects are able to comeback in intensity for low cost duration cures while removing them completely or reducing them completely takes more Magicka, Failures include dud spell cast.

Fortify: Like Absorb, Fortify gives a substantial boost to the user wherever the deem relevant, the spell is dependent on the amount of Magica available to the cast, because both temporary and permanent fortify are based from magick, their effects can be nulled by dispel and or damage/drain magicka. the spell draws from the amount of magicka applied to it for a duration, or drains on the fly until the duration ends or you run out of magicka, its in fact a buffer so even losing health beyond the amount you had already wont necessarily kill you out right, and instead from your magicka pool or fortify spell

Resist: resist nullifies detrimental effects pertaining to their caste type (shock, fire, frost,etc etc) as with all the other spell effects in Restoration it can be permanent or duration and can be nulled by Dispel, spell failures include spell dud.

Restore: Returns attributes/health/Stamina back to normal, if used while under duress from a drain/damage effect the spell will be continuous naively until the opposing effect cease, duration ends, or magicka supply runs out. spell failures include spell dud.

User avatar
An Lor
 
Posts: 3439
Joined: Sun Feb 18, 2007 8:46 pm

Post » Tue Mar 08, 2011 11:24 pm

I envisioned a spell making system were it was ACTIVE.

During spell making the player assumes a meditative stance and would muster a large portion of their Magicka and a concentrate it into a specific kind of Spell effect, the amount of magicka Mustered would be diminishing so a kind of trail and error or you'll have to know exactly what kind of spell you want to make before you make it apporach would be needed. you couldn't do it on the fly, a form of contcentration of focus would be needed to even start the process, meditating or being at rest and utilizing the magicka. quiet area's with no disturbances or unusually large amounts of risidual magicka would be helpful.


Wow I guess I didn't get here first, huh?

I have to say, Omega... I very much like the idea of meditation in the creation of a spell.

Could I whip out a "great minds think alike" right now? :P
User avatar
Sheila Esmailka
 
Posts: 3404
Joined: Wed Aug 22, 2007 2:31 am

Post » Tue Mar 08, 2011 9:32 pm

Yes, yes you may lol, oi my spelling is horrible D:! gonna clean up that post, I don't look over it as everything I could mold and shape regarding magick is in there :P so i just repost my two cents on threads like these <3
User avatar
Ells
 
Posts: 3430
Joined: Thu Aug 10, 2006 9:03 pm

Next

Return to V - Skyrim