Other Spells?

Post » Wed Sep 01, 2010 10:33 pm

So as everyone knows by now, spells have been confirmed to do different things depending on how you use them. The examples given were all based around the fire spell (Hold for flamethrower, tap for fireball or do some super finger yoga on the button to use Amaterasu.) Last one is just my nerd dream. Anyway, I'm curious if any of you have any ideas how this could work with other spells. Such as invisibility perhaps?
User avatar
Jack
 
Posts: 3483
Joined: Sat Oct 20, 2007 8:08 am

Post » Wed Sep 01, 2010 9:40 pm

Well, invisibility could be a type of illusory projection, so I would imagine a dual function like this:

1) Tap: Tap skill key to enter your character into invisibility state

2) Hold: hold skill key to project your aura of invisibility outward to nearby allies; i.e. if you are on a quest with, for instance, members of the assassin's brotherhood and your group is cornered by guards with no escape path, channel this ability to cloak your group and allow for a stealthy retreat.
User avatar
Rachyroo
 
Posts: 3415
Joined: Tue Jun 20, 2006 11:23 pm

Post » Wed Sep 01, 2010 5:29 pm

Up, up, left, down, left, up will give you the Monstro Inviso Hyper Trauma Swing.

FATALITY!
User avatar
KU Fint
 
Posts: 3402
Joined: Mon Dec 04, 2006 4:00 pm

Post » Wed Sep 01, 2010 3:45 pm

Well, invisibility could be a type of illusory projection, so I would imagine a dual function like this:

1) Tap: Tap skill key to enter your character into invisibility state

2) Hold: hold skill key to project your aura of invisibility outward to nearby allies; i.e. if you are on a quest with, for instance, members of the assassin's brotherhood and your group is cornered by guards with no escape path, channel this ability to cloak your group and allow for a stealthy retreat.

That just doesn't seem like something that would be used often enough. Unless it's become more common for you to be travelling in a group. But I'm not too sure about that. I'm thinking holding it will cloak yourself, tapping it will cast some kind of other illusion. Maybe depending on what you cast it at? Ally could make them invisible, friendly could make them like you more enemy could make him get up and start mudering his buddies?
User avatar
Sweets Sweets
 
Posts: 3339
Joined: Tue Jun 13, 2006 3:26 am

Post » Wed Sep 01, 2010 1:51 pm

(Hold for flamethrower, tap for fireball or do some super finger yoga on the button to use Amaterasu.)


I know what Fire balls and Flamethrowers are, but what in the hell is an Amaterasu? :mellow:
User avatar
Katharine Newton
 
Posts: 3318
Joined: Tue Jun 13, 2006 12:33 pm

Post » Wed Sep 01, 2010 5:31 pm

For telekinesis at least, I can guess.

Tap: Pushes what the cursor is over. Greater magnitude means greater pushing power.

Hold: Grabs whatever the cursor is hovering over. At lower magnitude, this can only be done with lighter items. At the highest magnitudes, enemies themselves can be picked up and thrown about.
User avatar
Love iz not
 
Posts: 3377
Joined: Sat Aug 25, 2007 8:55 pm

Post » Thu Sep 02, 2010 12:09 am

I know what Fire balls and Flamethrowers are, but what in the hell is an Amaterasu? :mellow:

They're black flames that only a couple people can use from Naruto and they will continue to burn for seven says and seven nights unless the caster stops them without exceptions. And also the flames start wherever the user is looking. Look at someone's eyeballs+Finger Yoga=No more eyeballs and black fire that can't be put out engulfing their skull.
User avatar
Sarah Knight
 
Posts: 3416
Joined: Mon Jun 19, 2006 5:02 am

Post » Wed Sep 01, 2010 10:48 pm

They're black flames that only a couple people can use from Naruto and they will continue to burn for seven says and seven nights unless the caster stops them without exceptions. And also the flames start wherever the user is looking. Look at someone's eyeballs+Finger Yoga=No more eyeballs and black fire that can't be put out engulfing their skull.

I'd prefer to have Cero as an ability, lol.
User avatar
Dan Wright
 
Posts: 3308
Joined: Mon Jul 16, 2007 8:40 am

Post » Wed Sep 01, 2010 10:53 am

I didn't understand anything but this;

Look at someone's eyeballs+Finger Yoga=No more eyeballs and black fire that can't be put out engulfing their skull.


*Sheo voice* And I like it! :evil:
User avatar
JD FROM HELL
 
Posts: 3473
Joined: Thu Aug 24, 2006 1:54 am

Post » Wed Sep 01, 2010 10:46 am

I'd prefer to have Cero as an ability, lol.

Unfortunately, we'll get neither :( Unless I magically get this for PC and make an Amaterasu mod :D
User avatar
Kanaoka
 
Posts: 3416
Joined: Fri Jun 16, 2006 2:24 pm

Post » Wed Sep 01, 2010 7:53 pm

Invisibility being an illusion based magic seems more like it would be a trick than actually making you invisible. How about making invisibility work by tricking enemies or npc's individually?

At a low level you can trick one person for little while. Gain some skill and you can trick multiple people or fewer for longer. That way you can't sneak past a crowd of people with invisibility until you are a higher level.
User avatar
Chloe Yarnall
 
Posts: 3461
Joined: Sun Oct 08, 2006 3:26 am

Post » Wed Sep 01, 2010 10:35 am

Spell casting wishes in general...

Ways of casting:
- tap cast with timed duration
- cast and hold with unlimited duration as long as you have magicka to burn
- slider mechanism to manually change the magnitude of spells and/or duration of tap cast spells
- self or targeted casting, can cast spells on other people, objects, etc.

Spells should have limitations that perks and level increases get around....

- low level casters can only cast and hold spells with two hands.
- low level casting burns magicka faster
- some spells, like chameleon have negative side effects, like burden, the higher the magnitude of chameleon proportionally burdens the character. As you increase in level the magnitude of burden decreases along with rate of burning of magicka.

Character should start with ability to just cast and hold with two hands. Then perks should increase ones ability to cast:

-perk up to cast single handedly.
-perk up to access the slider bar to change the magnitude of the spell.
-perk up to tap cast timed duration spells (allowing you to cast a spell then cast another spell as that one is still in effect). Then perk up to dual cast spells (two handed spells).
-perk up to cast the timed/mine spells (cast a spell that does not take effect for xx seconds or cast a spell that sits there until someone comes by, etc).

The various magic schools could have unique perks:
-perk up to gain better control at conjuring high level beasts (or daedra, or undead)
-perk to conjure multiple beasts
-perk to shoot the fire like a flame thrower
-perk to greatly reduce the negative side effect attached to such and such a spell
-perk to access a greater number of abilities for such and such spell school (ie lower level restoration mage can only restore health to self, perk to restore others, perk to work restoration in reverse by absorbing others health, perk to absorb other attributes, perk learn to fortify attributes, perk to greatly reduce rate of magicka burning, perk to range absorb from everything around you)

Not all "perks" should be attached to leveling up. Maybe some should be attached to factions (ie only those in the mages guild can learn the perk of such and such spell, or they can learn it underground through some alternate faction that is against the mages guild).

Training should get away from just buying spells and levels from characters and be more of a master/apprentice relationship.
User avatar
Trevi
 
Posts: 3404
Joined: Fri Apr 06, 2007 8:26 pm

Post » Wed Sep 01, 2010 1:38 pm

At a low level you can trick one person for little while. Gain some skill and you can trick multiple people or fewer for longer. That way you can't sneak past a crowd of people with invisibility until you are a higher level.

That, and high level illusionists should be able to resist the impact of lower level illusions to some degree.
User avatar
Kahli St Dennis
 
Posts: 3517
Joined: Tue Jun 13, 2006 1:57 am

Post » Wed Sep 01, 2010 6:05 pm

Unfortunately, we'll get neither :( Unless I magically get this for PC and make an Amaterasu mod :D

Cero's near the top of my to-mod list for skyrim. And it fits the new contextual fire system, lol.
Tap: Fires a Bala.
Hold: Charges a Cero.

Anyway, as for the things we hopefully WONT have to mod in, I'm curious how the restoration spells will fit in with the contextual system. And conjuration! It's rumored that the perks (and probably spells) for conjuration are now split down the line between Daedramancy and Necromancy.
User avatar
Jodie Bardgett
 
Posts: 3491
Joined: Sat Jul 29, 2006 9:38 pm


Return to V - Skyrim