So... the illusion school

Post » Fri Nov 18, 2011 8:08 pm

Isn't it pretty boring? You basically have alot of charm spells, one that makes mobs flee, one that makes them not fight and one that makes them fight each other, one that buffs targets, one that makes targets not flee combat and buffs them.

And then there is invisibility for you and others.


Magelights etc is in the Alteration school and of all the spells in the Illusion school the only thing I'd call 'illusion magic' would be invisibility. Making people do things or not do things is more a kind of charm than an illusion isn't it?

I just think they could have done so much more with that school in skyrim...
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FLYBOYLEAK
 
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Post » Fri Nov 18, 2011 5:04 pm

I agree. That school felt a bit... lacking. Especially since when you get to a higher level and the enemy scales all those "Make characters X levels and below do Y" spells become useless
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Stephani Silva
 
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Post » Fri Nov 18, 2011 5:40 pm

well illusion is the magic of manipulating the mind, so it makes sence your "fooling" a guy to liking you
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Sudah mati ini Keparat
 
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Post » Fri Nov 18, 2011 9:31 pm

To me illusions means making people see (hear, taste, etc.) something that isn't there.

Now maybe the mobs 'experience' that when Ic ast it on them but its not really well translated.

Actual graphical and aural effects, like the mirage of a peaceful emadow for calmed mobs or images of monsters bearing down on fleeing mobs would be nice.

And the range those illusion spells could be is so much bigger than that, it should be the msot versatile school of magic even though tis effects would be mroe ephemeral.
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KRistina Karlsson
 
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Post » Fri Nov 18, 2011 4:50 pm

I tired a Mage but i skipped Illusion & concentrated on Destro & Conjo, lol.

I did find it a blast though when i tired the Fury spell is it ? watching the enemy figtining each other. Still, i'm leaving the Mage for my 2nd Playthrough now, and make use of all the schools.
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amhain
 
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Post » Fri Nov 18, 2011 5:24 pm

To me illusions means making people see (hear, taste, etc.) something that isn't there.

Now maybe the mobs 'experience' that when Ic ast it on them but its not really well translated.

Actual graphical and aural effects, like the mirage of a peaceful emadow for calmed mobs or images of monsters bearing down on fleeing mobs would be nice.

And the range those illusion spells could be is so much bigger than that, it should be the msot versatile school of magic even though tis effects would be mroe ephemeral.


well acordning to one of those load screen texts, the canon explanation is it directly affects the targets brain (at least spells that aim at targets, like the charm and fear)
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Cat Haines
 
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Post » Fri Nov 18, 2011 3:59 pm

I agree. That school felt a bit... lacking. Especially since when you get to a higher level and the enemy scales all those "Make characters X levels and below do Y" spells become useless


The perks are designed to overcome those limitations.

For example, the Master level "Hysteria" spells causes level 25 creatures/people to attack anyone nearby for 60 seconds. The "Kindred Mage" perk increases the level limit of all illusion spells by 10. The "Rage" perk increases the effects of fury spells to 12 levels higher than that spells level limit. And, Dual Casting Illusion spells doubles the level the spells effect. By this point, the level your Hysteria spell would effect is as follows -

25(Base Spell) +10(Kindred Mage) + 12(Rage) = 47.

47 x 2 (Dual Casting) = 94. I don't think enemies get that high, and if they do they're bosses (which makes sense that you cannot affect them with your illusion spells.)

As for the OP:

Illusion deals all with manipulation of the mind. If an enemy chooses to attack you, and you use your illusion spell to calm them down, you just manipulated their mind by making them believe the illusion that you are no longer a threat. I believe, if you invest in Illusion magic, it can really be a benefit to any mage's lineup. Turning your enemies against one another, calming those who get near, scaring away those who are better dealt with after their allies are dispatched, and invigorating your allies are all strategies and uses for illusion magic. When you get Master of the Mind, and your illusion spells work on Automatons, Daedra, and Undead, the damage you can do is stunning. Illusion is a tool to be used and weaved within the other schools of magic, and it's something I am sure to continue investing in.

Could they have done more? Of course. They could have technically done more with everything in the game. But at it's current state, I am thoroughly enjoying it.
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JLG
 
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Post » Sat Nov 19, 2011 3:23 am

Does illusion scale? Caus I'm hoping to make use of the calm, frenzy and invisibility for a stealth based assassin. If however is actually gets worse as you level like destruction then I wont bther
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JUan Martinez
 
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Post » Sat Nov 19, 2011 12:41 am

I like the idea of it, but I don't really use it much. Usually mobs are too spread out or too close to you for fury to be effective. Fleeing is kinda counter intuitive, usually I just want to kill people not have them run away, and I've never used calm, just use that freeze shout. Plus my companion always just goes charging into the fray if I fury people and so ends up getting aggro off the "illusioned" guys anyway. Might try using it some more though, I'm probably just doing it wrong.
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Annika Marziniak
 
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Post » Fri Nov 18, 2011 9:37 pm

Yes, it could do with more variety
but it RULES for dealing with ery tough groups of enemies! ;)

Leave follower way out of aggro range on "wait"
use Muffle and sneak up to enemy
Detect Life helps spot them early
walk, do'nt run (unless ahve sneak perk for it) when get close
go invisible (you should ALWAYS take the perk that makes spell casting silent, it rules)
Sneak up on enemy fire, dual casting, frenzy duck back out of sight, let 'em slaughter each other

rinse, repeat

really necessary for mages in groups cuase they will rip you otherwise!

D&D, Fallout veteran, thus, sneaky! ;)
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Shelby McDonald
 
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Post » Fri Nov 18, 2011 9:59 pm

The perks are designed to overcome those limitations.

For example, the Master level "Hysteria" spells causes level 25 creatures/people to attack anyone nearby for 60 seconds. The "Kindred Mage" perk increases the level limit of all illusion spells by 10. The "Rage" perk increases the effects of fury spells to 12 levels higher than that spells level limit. And, Dual Casting Illusion spells doubles the level the spells effect. By this point, the level your Hysteria spell would effect is as follows -

25(Base Spell) +10(Kindred Mage) + 12(Rage) = 47.

47 x 2 (Dual Casting) = 94. I don't think enemies get that high, and if they do they're bosses (which makes sense that you cannot affect them with your illusion spells.)


See, that doesn't make sense. If DC works like that, then why even get KM and Rage? The enemies max at 50. :confused:
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Miguel
 
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