Spell effects that you hope to see in Skyrim, that weren't i

Post » Wed Mar 30, 2011 5:50 am

Why does locking things have to be magical? If I can unlock a door (especially on those times I have acquired a key), why is it I cannot turn around and lock it back up?
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Nikki Hype
 
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Post » Wed Mar 30, 2011 7:33 am

Why does locking things have to be magical? If I can unlock a door (especially on those times I have acquired a key), why is it I cannot turn around and lock it back up?


Well you need to key to lock a door when it's not magical. Also, the problem with the Lock spell is it wasn't really a spell, it was just an exploit that masqueraded as a spell.
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Kim Bradley
 
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Post » Tue Mar 29, 2011 9:38 pm

Sanctuary is basically out because of Shield (I think shield is more useful)

Teleportation would be a little redundant because of Fast Travel.

You cast a mark spell while standing on a balcony, looking down into the black pit bellow... you jump... as you hit the ground you somehow manage to sneak up to that dragon, you hit it with a dagger enchanted with plenty of frost to slow it down... then you run... towards the pillar in the center of the pit... holding the artifact you were sent here to get... you know you could take the long way (through hundreds of tunnels) out of the pit, but the frost has died out and now the dragon has nearly reached you... here are your choices: Cast recall/divine intervention (would not require a mark). Or die.
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celebrity
 
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Post » Tue Mar 29, 2011 10:30 pm

Well you need to key to lock a door when it's not magical. Also, the problem with the Lock spell is it wasn't really a spell, it was just an exploit that masqueraded as a spell.


What does that even mean?
The only reason it was removed it because it caused problems with the AI, since NPC's could move through doors in Oblivion.
It wasnt a cheat, it wasnt an exploit it was an intended game mechanic.
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Niisha
 
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Post » Wed Mar 30, 2011 7:33 am

Some spells id like...

decoy.. when you get spotted by a dragon it creates a few copies of you so you have a chance to run away.. unless it still picks you to follow...

minion creates a little minion summons that collects stuff and brings it to you dropping them at your feet.. they also tend to walk into traps alot and oh.. they glow in the dark...

flying eye... lets you fling your eyeball out far into the distance to see ahead of you.. hurts...

sentry eye.. lets you pull out an eye and place it on a wall or tree and keep an eye on that place so you can spot what people are up to and what thier patterns are without being seen... hurts...

spy eye... lets you fling a tiny version of one of your eyeballs and stick it onto stomething or someone and see everything from its position as that critter or person wanders around..


catapult trap.. causes anyone who trips it to fly very high into the air.

tag your it.. causes any enemy to look like you and you to look like the enemy causing others to attack them and not you.

Weeeeeeeee! causes one small enemy to wildly carreen around the area smashing into everything and anyone in thier path.

gemini dupilcates any enemy and sets the duplicate to fight its twin.

stick by me.. causes two or more enemies to stick together making it harder for them to attack you or chase you. but making it much harder for you to attack them.

boat.. creates a small boat you can float downstream on.

greed.. a golden glow points toward the closest gold.

moonbeam causes a flashlight like silver moonbeam to glow and light your way.

glowfish.. creates glowing fish so you can see underwater.

glowball.. creates various colored balls of glowing goo that you can stick to walls and objects or drop on the floor that will light the area for a good while.
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WTW
 
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Post » Wed Mar 30, 2011 1:49 pm

Most of them I am all for with the exception of lock because it is an extremely broken way to boost skills. (lock door use security to unlock, repeat.) or (Lock door use unlock spell, repeat)
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Eoh
 
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Post » Tue Mar 29, 2011 10:03 pm

Most of them I am all for with the exception of lock because it is an extremely broken way to boost skills. (lock door use security to unlock, repeat.) or (Lock door use unlock spell, repeat)


That would depend on the number of locked chests in the game. In Oblivion they respawned so that was no problem there.
Not so in Morrowind.
While the vastly superior way of training security would be using a trainer, if one did not want to do that for roleplaying reasons the lock spell was pretty much the only way to get your security up.
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Laura Hicks
 
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Post » Tue Mar 29, 2011 11:19 pm

That would depend on the number of locked chests in the game. In Oblivion they respawned so that was no problem there.
Not so in Morrowind.
While the vastly superior way of training security would be using a trainer, if one did not want to do that for roleplaying reasons the lock spell was pretty much the only way to get your security up.


True about Morrowind and Oblivion. If they implement lock I would like to see a greater variety of uses for it then there was in Morrowind. (I can think of 3: role playing, locking a door to escape, and boosting skills.)
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Project
 
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Post » Tue Mar 29, 2011 10:20 pm

Most of them I am all for with the exception of lock because it is an extremely broken way to boost skills. (lock door use security to unlock, repeat.) or (Lock door use unlock spell, repeat)



Easy fix is a lock locked by you unlocks when you try and open it because you are the spells master.
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Taylah Illies
 
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Post » Wed Mar 30, 2011 12:49 am

I'm not buying the developer's explanation for not having Levitation. Morrowind was an island with a massive mountain in the middle, yet levitation didn't make it feel smaller. I want levitation back.

"You're a mage with no equal in the arcane arts, at the level of a demi-god, but you still can't levitate." :whisper:

:banghead:
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Kayleigh Williams
 
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Post » Wed Mar 30, 2011 4:12 am

I have ALWAYS wanted to send someone flying into a pile of objects, scattering them about the place, at the flick of a wrist. I love having a character with godlike power in a game, but only after working my behind off to get it, and complete control over the environment with telekinesis (including levitation) would be great.
Another thought; what if you could hold someone in the air with magic to get information from them, as opposed to talking it out of them, Like in 'Destroy all Humans'?
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Alexander Horton
 
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Post » Tue Mar 29, 2011 9:31 pm

A lot of people seem to be worried about the overuse of levitation, and only want it to be used to get to ledges etc. I agree, but I think the most powerful mages should definitely be able to levitate much MUCH further, perhaps with a height cap. All the cool mages in movies levitate about the place instead of walking just because they can, which is what I want.
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Taylor Tifany
 
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Post » Wed Mar 30, 2011 11:30 am

Gimme Passwall and Create Item.

Oh, maybe instead of a Passwall there could be Portal spell? Blue and orange.

Also, combat Telekinesis. Also, Divine Intervention on Target... but no, that would be too exploity.
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Bones47
 
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Post » Wed Mar 30, 2011 1:53 am

Jump mainly numero uno spell for me.

If they make the jumping more realistic (according to earths reality.... ok people) then it won't even need to be so strong.

Seriously... jumping like Oblivion or Morrowind SHOULD be a spell. (if you can grab onto, and pull yourself up from ledges.)
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Rude_Bitch_420
 
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Post » Tue Mar 29, 2011 11:24 pm

Teleportation would be a little redundant because of Fast Travel.


You can't use fast travel in a dungeon, house or while being eaten by a dragon.
Teleportation is THE last resort spell and it's an actual game mechanic, not a convenience tool to reduce idle game-time.
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Facebook me
 
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