Race Specific Magic

Post » Sun Feb 28, 2010 1:08 am

I think this was discussed before, but I didn't find the thread again. Do you guys think that there should be some race specific magic, along with the more general spells?
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Julie Ann
 
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Post » Sun Feb 28, 2010 9:52 am

I think that means some races will get the shaft, like Wood Elves. Their spell in the previous games has been Beast Tongue. I'm sure the ladies love it, but it's not great in game. Unless it lets you call a reindeer as a mount in Skyrim, then I'm all for it.
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Francesca
 
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Post » Sat Feb 27, 2010 11:47 pm

There already are. They're racial abilities.

Anything else doesn't really make sense. Oh, Altmer don't know how to cast a fireball? Redguards can't use shield spells? See what I mean?
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Jennifer Munroe
 
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Post » Sun Feb 28, 2010 12:04 pm

I would absolutely HATE to have my character be limited with spells as they are so crucial.
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Nicole Kraus
 
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Post » Sun Feb 28, 2010 12:53 pm

Depends on which spells. None of the major ones.
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Cash n Class
 
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Post » Sun Feb 28, 2010 10:01 am

There already are. They're racial abilities.

Anything else doesn't really make sense. Oh, Altmer don't know how to cast a fireball? Redguards can't use shield spells? See what I mean?


Anything that basic would be pretty lame. If they added NEW stuff just for other races it wouldn't be so bad.

I could see Th'um for Nords and perhaps a few NEW unique frost/ice spells.
An expanded Beast Talk kind of thing for Wood Elves, perhaps calling for an animal friend to come, generated relevant to the surrounding landscape.
New summons for the Dunmer
New summons or mysticism spells for Orcs, perhaps an actually effective version of Berserk
Altmer could get special NEW versions of Destruction spells or perhaps Restoration
Argonians could get some sort of special Alchemy bonus
Reguards could get some sort of new spells to bolster their fighting abilities...though they don't really need it with Adrenaline Rush being so potent
Khajit could get new Alteration or perhaps Illusion spells
Imperial could likewise get Alteration/Illusion to boost their fast talking.

Perhaps have such NEW spells only develop for PCs of the given race and with a given level of...skill in the relevant skills.
Would give people a reason to play multiple times with different races and different specializations.
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Crystal Clear
 
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Post » Sun Feb 28, 2010 2:56 am

There already are. They're racial abilities.

Anything else doesn't really make sense. Oh, Altmer don't know how to cast a fireball? Redguards can't use shield spells? See what I mean?


You can make spells to do the same thing as any racial abilities. I was thinking more along the lines of new spells for each race. Every race would still be able to use any of the magic that we have seen in past games, but there could be new spells, for example Thu'um for Nords (because Thu'um doesn't fit into any existing magic, and should only be resiticted to Nords I think). I don't know what other race's magic could be. Any ideas?
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Lauren Dale
 
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Post » Sat Feb 27, 2010 11:29 pm

Nord: Th'um obviously, Hand of the Mountain as a powerful late level Freezing, Paralyzing, perhaps Soul Trap spell
Dunmer: Stronger version of summoning an ancestor learned later on, summon Morrowind like Daedric artifacts
Imperial: Stronger version of Voice of the Emperor that develops as the relevant skill does. Maybe special Romaneqsue sword flourish
Redguard: Adrenaline Rush is already pretty strong, but maybe an Arab-esque sword flourish, Dunmer could have that too
Breton: Strong uniquely shaped fire projectile, or perhaps just bigger/faster
Altmer: Firestorm or perhaps very strong Burden and Lower Stat spell
Khajit: Spell that increases Acrobatics temporarily, Night Eye as on/off switch
Argonian: stronger Alchemy results, water breathing, something with Illusion
Wood Elves: stronger version of BEast Talk, summons an animal relevant to the environment
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Da Missz
 
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Post » Sat Feb 27, 2010 11:06 pm

Khajit: Night Eye as on/off switch

I've wanted this very badly. I know I can just quick select an enchanted ring to fill the void but it means its part of my character and better rping and I don't have to turn a blind eye to it.
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C.L.U.T.C.H
 
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Post » Sun Feb 28, 2010 9:39 am

I've wanted this very badly. I know I can just quick select an enchanted ring to fill the void but it means its part of my character and better rping and I don't have to turn a blind eye to it.


Me too. Never made much sense to me. I'd like it to revert to Morrowind style too instead of the blinding Oblivion style.

I always made a Gift of Hircine ring for my characters to go along with Ondusi's Blessing (Ring with 100% Open)
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Miranda Taylor
 
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Post » Sun Feb 28, 2010 1:54 pm

Sure.
Thu'um for nords,
hedge witches in High Rock
Sword Singers for Redguards
Wild Hunt for Bosmer
Ancestor magic for Dunmer
Psjic for Altmer
Oh, poor orcs, hm, I guess they have Malacath daedra worship?
Khajiit - dunno, moon sugar?
Argonians... ??? Hist stuff?

Gee, the more I think about it, the less I think it is a good idea. *goes off to change vote*
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Josh Lozier
 
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Post » Sun Feb 28, 2010 3:01 am

keep that sort of stuff as racial abilities. otheriwse it flies in the face of established lore
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Marquis deVille
 
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Post » Sun Feb 28, 2010 9:49 am

Me too. Never made much sense to me. I'd like it to revert to Morrowind style too instead of the blinding Oblivion style.

I always made a Gift of Hircine ring for my characters to go along with Ondusi's Blessing (Ring with 100% Open)


I've never tried that enchantment. I should.....is it automatic when opening chests or just gives you a 100% lock pick?

Or am I misleaded by the word opening meaning something else?

Oh wait this is MW your talking about, haven't played in ages.
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Symone Velez
 
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