Mix Spells

Post » Sat May 28, 2011 6:57 pm

4?

As much as I understood how spells works (correct me if I'm wrong) is that you equip a spell in each hand (we'll say that fire is in right one and shock is in left one, also this is in pure spell user caster scenario) and then, by clicking a left hand key, you cast a lighting bolt, by holding it, you shock enemies in front of you with lighting storm (don't know what command is used to place runes tho).
Anyway, same is with your right (fire) hand, only spells would be fire ones.
Now, if you had fire in both of your hands, when you use both hands at the same time, you should be able to use fire, but with greater effect, but in this case where you have shock in your left and fire in your right hand, when you click both hand keys at the same time, you will cast light spells instead.
Click for casting a bolt of light, hold it for casting a light beam and ? (like I said, I don't know what you have to do in order to create a rune spell) for creating a rune that will make a burst of light when enemies approach it.
Light element would be an advanced element and therefore really strong (awesome damage that will deal both fire and lighting type damage; unless they make special resistances for it; and will also burn mana).
It's great effects are balanced by you having to be good at fire and shock in order to cast it.


Yeah, I'd rather have spell creation than the Fable 3 system. Which is what it sounds like the more I hear about it. Just have spell creation and everything will be fine and no one will complain. I find the whole duel wielding spells pretty meh and unneeded anyway.
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Latisha Fry
 
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Post » Sat May 28, 2011 3:11 pm

With 80+ spell effects, it could be quite possible to make some of them be the result from combining effects instead, combinations that the player must discover on his own or learn inside game (either from chatting with mages or reading books related to magic).

Fire/Cold/Lightning + Telekenisis : A spell with a short pushback effect
Shield + Telekenisis : A short stun effect (repeated use makes each stun shorter in duration to avoid abuse)
Fire + Light : A strong blinding flash to prevent that prevents the use of ranged weapons for a short time
Charm + Light : No practical purpose but a visually impressive display of swirling lights, we all know magic users love to show off
Frenzy + Charm : Forces the victim to dance as long as the spell is channeled (good together with summons or companions, and a great show to boot)
Summon Atronach + Fire : Summons a fire atronach
Summon Atronach + Cold : Summons an ice atronach
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M!KkI
 
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Post » Sat May 28, 2011 3:14 pm

Lightning + telekinesis = http://www.youtube.com/watch?v=j_ekugPKqFw
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Nymph
 
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Post » Sun May 29, 2011 1:58 am

Yeah, I'd rather have spell creation than the Fable 3 system. Which is what it sounds like the more I hear about it. Just have spell creation and everything will be fine and no one will complain. I find the whole duel wielding spells pretty meh and unneeded anyway.


Yeah, even though it's mostly impossible to have it know. :-/
Also, I've gained my idea mostly from Naruto, not Fable. :P

With 80+ spell effects, it could be quite possible to make some of them be the result from combining effects instead, combinations that the player must discover on his own or learn inside game (either from chatting with mages or reading books related to magic).

Fire/Cold/Lightning + Telekenisis : A spell with a short pushback effect
Shield + Telekenisis : A short stun effect (repeated use makes each stun shorter in duration to avoid abuse)
Fire + Light : A strong blinding flash to prevent that prevents the use of ranged weapons for a short time
Charm + Light : No practical purpose but a visually impressive display of swirling lights, we all know magic users love to show off
Frenzy + Charm : Forces the victim to dance as long as the spell is channeled (good together with summons or companions, and a great show to boot)
Summon Atronach + Fire : Summons a fire atronach
Summon Atronach + Cold : Summons an ice atronach


That last part about Atronarchs reminds me of my original idea how new TES spell system should work.
Idea was to have magic school learning and element learning and then your certain spells would be good based on the school and element you've mastered.
For example, if you wanted to cast some mad fire spell that would burn everyone and everything in your sight, then you would need to have a high fire element knowledge and high destruction school knowledge.
Still, I always thought that perk-like system would be better and guess what, it happened. ^^
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Enny Labinjo
 
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