A few spells have been demonstrated in gameplay footage, or described in interviews, but we still don't know some of the fundamentals, such as how new spells are acquired, whether there will be a spellmaking altar, what sort of perks will be available for the schools of magic and whether it is possible to combine certain spells.
Personally, I'm most interested to know:
(1) whether there will be any spellmaking in the game and
(2) how we will acquire new spells, whether they might be reduced to perks, since the 85+ spell effects could be derived from the 60-100 perks of the magic skills.
Here is what we know so far:
- 5 Magic Schools: Destruction, Alteration, Conjuration, Restoration & Illusion.
- Each skill gets 12-20 perks, so we are looking at 60-100 different perks for the magic schools
- Alchemy is now considered a Stealth skill
- Enchanting involves breaking down new magic items to learn new enchantment effects, rather than buying spells to learn effects.
- Spells needs to be equipped to be cast.
- You can equip the same spell in both hands to cast a more powerful version, doubling the effect at a higher magicka consumption.
- You may be able to equip certain different spells in each hand to cast a new combo spell
- There are over 85 spells effects to choose from, each with three different ways to cast.
- You can blast enemies with a flame ball from afar, hold the button down to wield the spell like a flame thrower or place a rune on the ground to create an environmental trap that spontaneously combusts when an enemy steps on it. Each spell effect has the same amount of flexibility.
- If you cast a frost spell, you'll see the effects on the enemy's skin. If you're wielding the flame spell like a flame thrower, the environment will catch fire for a short while and burn anything that comes into contact with it.
- Fire deals the highest amount of damage, lighting/shock deals less damage, but drains the enemy's magicka, frost effects deal the least damage, but drain stamina and slows down enemies physically.
- Light magic (from staves at least) can stick to walls.
- Spells can be "found" in the game (this suggest it is less likely that spells would be reduced to perks)
Confirmed Spell Effects:
- healing
- fire
- frost
- shock
- clairvoyance
- turn undead
- circle of protection
- paralyze
More information from Todd Howard's February podcast
(Source: http://www.youtube.com/watch?v=pLWt7HnAZPQ )
We'd like to find - we have some ideas that we really like on how to solve that and I don't know where that's gonna go.
But the thing that we don't like about the previous system that we've done is that it becomes very "spreadsheety" where it takes the "magic" out of magic, if you know what I mean.
You got to see the game, but your listeners haven't. There's a bigger emphasis on how the magic physically acts.
Just a spell like fire, there are different spells for how the fire moves, like putting it down like a rune, or fire you can spray that lingers on the ground like you're spraying a wall, and you can spray the ceilings and it's there. Or fire that travels like a flamethrower out of your hands or a fireball that you charge up and throw and it explodes at a distance.
Our main goal is to make magic feel like this arcane, powerful thing, and once it goes into a spreadsheet in the game where you can say "I want something that that's this, this and this and in this power," it removes the illusion of how this stuff actually works.
We have some ideas of ways around that, but we don't know where those are gonna go yet. We do have the benefit of, we're really, really happy with how the magic plays in the game, both visually and mechanically. And then being able to do it with both hands, there are combinations and things you can do, without getting into the spreadsheet aspect of it -- which I do know that some people like -- but it does take away from the impact of the spells that you're finding and mechanically how they work.