» 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.