Charging and "Spell-Making"

Post » Fri Dec 18, 2009 7:47 am

Consider the two hands that can independently be assigned spells to cast. It's been confirmed that they can be assigned two different spells allowing for rapid and versatile casting, or each can "equip" the same spell for more power.

What I thought of was the ability to charge--either independently or together--the spells of each hand, in order to eliminate "lower level" spells. Instead of having multiple Fireball spells with varying damage ranges, there could possibly be a single Fireball of which damage is determined by skill level and perks. In addition, this Fireball spell could be charged by holding down the button assigned to that spell's hand. While this Fireball hand is charging, the other hand is free to fire off a different spell, such as Lightning. Or, if both hands are assigned Fireball, a single most-powerful version of Fireball could be charged with both. Even further, one hand can be assigned Fireball and the other--assigned a different spell, such as Lightning--could be charged with it, combining the spell graphic and effect of each. This combined "Lightning Fireball" would arc out and, if it hit its enemy, could do a great deal of instant damage, damage over time from the burning of the Fireball, damage or drain the magicka of the target, and/or produce a knockback effect--a benefit of charging and combining those two powers. This ability to mix-and-match and blend spells could represent a replacement to spell-making.

Effects could of the charges and blends could vary almost indefinitely. Lightning and Blizzard could significantly slow or freeze a target in place, slowly depleting their magicka reserve. Telekinesis when combined with a projectile spell such as Fireball or Lightning could increase the speed at which the projectile fires and/or guarantee a knockback. Drain Health--if limited to a Touch range--and Lightning could produce a sustained ray of lightning that drains both health and magicka from the target. Charging will vary anything from duration, power, or even the spell's aesthetic look.

For checks and balances to this system, the mage when charging could be limited to reduced speed or a standing position.
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Krystal Wilson
 
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Post » Fri Dec 18, 2009 2:33 am

Bumped for emphasis.
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natalie mccormick
 
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Post » Fri Dec 18, 2009 9:25 am

Well thats looks interesting as you describe and accordingly to last new can be possible in Skyrim
I really want to see how new magic system will be implemented, if dynamic spell weaving and spell combination will make mage experience more rich and in touch with mystical forces of Magic more then in classical magic system thats will be Brilliant Awesome.
Some times ago I also suppose similar conception of Skyrim spells system, can quote post and it long enough, if you interested you can read it here, its about similar charging and it availability even in Oblivion so magic was not completely "spredsheety", but seems we have enchanting now, maybe it will equal replace for spellmaking?
http://www.gamesas.com/index.php?/topic/1172799-we-need-spellmaking-in-skyrim/page__view__findpost__p__17305802
http://www.gamesas.com/index.php?/topic/1172799-we-need-spellmaking-in-skyrim/page__view__findpost__p__17309686
Dynamic magic system, spells weaves on fly in skilled hands of Mage, if system will not expanded wide way we can make it by self, just leave us sufficient basis, variability of spell effects and ways apply them and not hardcoded magic will be best features of new Magic system from sight of an modder.
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David John Hunter
 
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Post » Fri Dec 18, 2009 1:16 pm

Spell making, we needs it.
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Natalie J Webster
 
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Post » Fri Dec 18, 2009 7:18 am

Spell weaving was basically only thing I really like in Fable3, and I would love to see Bethesda play around with this idea. I would like to see them also take spell-making to another level when it comes to mixing different affects together.
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Horror- Puppe
 
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