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

Post » Wed Mar 30, 2011 3:17 am

Emphasis on hope, not something that will dissuade you from buying the game, but something that would make you happy.

Magic can do anything.

Don't have a sword? Touch Spells.
Not good with a bow? Ranged Spells.
No Lockpick? Opening Spell.
Need someone to love you? Charm Spell.
Got heavy feet? Invisibility Spell.
Taken to many hits in the behind? Restoration Spell.

(and hopefully)

Can't reach that switch? Levitation/Jump Spell.
Giant Cliff that needs scaled? Slowfall Spell.

All I really want to see is those two, but it won't be a decision maker for me. I enjoyed oblivion without them.

If you have any other ideas for spell effects, post em, and I'll edit the post. I know theres probably a lot of threads like this, but this is my thread, and I shall name him Paul.
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Stat Wrecker
 
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Post » Tue Mar 29, 2011 11:10 pm

I thought you meant graphical effects but you didn't and now I don't know how to contribute to Paul.

P.s. I want blue fire
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mishionary
 
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Post » Tue Mar 29, 2011 10:33 pm

I thought you meant graphical effects but you didn't and now I don't know how to contribute to Paul.

P.s. I want blue fire


And I want purple underpants, but thats not likely to happen.
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Emilie Joseph
 
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Post » Tue Mar 29, 2011 10:48 pm

Slowfall yes, others don't care, not a fan myself but would never want to stop others having fun the way they want to
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Danel
 
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Post » Wed Mar 30, 2011 5:39 am

Lock actually is useful if you're trying to escape from a powerful enemy...assuming we'll actually have enemies tough enough to run away from.
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Bee Baby
 
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Post » Tue Mar 29, 2011 11:51 pm

Lock actually is useful if you're trying to escape from a powerful enemy...assuming we'll actually have enemies tough enough to run away from.


I suspect locking that door to a tiny shack to escape a dragon wouldn't end so well.
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maya papps
 
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Post » Wed Mar 30, 2011 3:47 am

Sanctuary, lock, levitate, jump, slowfall, teleportation.
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Je suis
 
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Post » Tue Mar 29, 2011 10:10 pm

Sanctuary, lock, levitate, jump, slowfall, teleportation.


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

Teleportation would be a little redundant because of Fast Travel.
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Leanne Molloy
 
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Post » Wed Mar 30, 2011 5:25 am

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

Teleportation would be a little redundant because of Fast Travel.


No it wouldnt, teleportation is infinitely more useful than fast travel. But Ive said all this 1000 times before.
Besides, this is what I hope will be in.
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Manuel rivera
 
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Post » Wed Mar 30, 2011 6:15 am

All the Midas Magic mod's spell with new visual effects
http://www.youtube.com/watch?v=LL2sr7RXdEc
http://www.tesnexus.com/downloads/file.php?id=9562
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BRIANNA
 
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Post » Wed Mar 30, 2011 6:24 am

Couldn't answer your poll, because several of the categories had no response I could pick. (Jump and Sound, especially.)
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Bigze Stacks
 
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Post » Wed Mar 30, 2011 3:16 am

eh, don't really care about those. Levitate would be good.

I'd rather have a blade barrier because I hate melee....I'd rather just drive myself like a piece of farm machinery through the enemy rather than worrying about pushing the righ buttons and timing :)
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scorpion972
 
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Post » Wed Mar 30, 2011 2:35 am

All the Midas Magic mod's spell with new visual effects
http://www.youtube.com/watch?v=LL2sr7RXdEc
http://www.tesnexus.com/downloads/file.php?id=9562


Not everyone has a PC good enough to play OB.

If I remember right, the majority of players are console players.
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Andrew Perry
 
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Post » Wed Mar 30, 2011 1:43 am

Couldn't answer your poll, because several of the categories had no response I could pick. (Jump and Sound, especially.)


Then just choose the closest to your opinion.

I can't read your mind.
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Monika Krzyzak
 
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Post » Wed Mar 30, 2011 6:26 am

Yes to everything but slowfall, if we have levitation that is, it could work as it because we can now manipulate the cause of magic more freely. If lock is a part of the open spell, it'd be cool, because otherwise I really can't see how we can cast a open spell differently?
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JAY
 
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Post » Wed Mar 30, 2011 2:06 pm

I'm really curious to see how the water physics work in the game and what effect they can have on a character. One thing I hate in some games is where you fall into the water and instantly die. I'm hoping that in Skyrim we will be able to do a lot of different things with water. I would like to see spells that allow us to create a raging flood of water and sweep our enemy's away or be able to spray a blast of water and freeze it to create a bridge across a chasm or trap enemy's that are standing in water by freezing it. Or maybe extinguish fires with a water spell and create more shadows to sneak in. Or being able to part a large body of water and run through it and let it collapse on the enemy's chasing you.
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Breautiful
 
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Post » Wed Mar 30, 2011 1:48 pm

Levitate,Slowfall,Pull Spell,Push Spell,And more Destruction Spells like Wind & Water and if NPC's can break into your house i want a Lock spell
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Curveballs On Phoenix
 
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Post » Wed Mar 30, 2011 2:55 am

I'd also like to see spells that give victims diseases.

And bring back the Blind and Sanctuary spells, those were pretty useful!

I also want aura-style spells, which apply the spell effect to any enemy/ally within x-foor radius of the caster. For example, you cast something like "demoralize" as an aura, so that enemies that get within 10ft of you are hit with the demoralize effect. That would be handy for spellcasters that aren't wearing much armor. Another possibility would be fire damage, like the old TESIII fire shield effect. Just think of the fun! Health, magicka, or fatigue drain/leech aura. An aura of fear, or a rallying aura to keep your enemies from running away. An aura that makes nearby enemies blind, or makes them frenzy and attack not just you but other nearby enemies.

EDIT: Oh, and make telekinesis relevant in combat, like in the Legacy of Kain series or Bioshock.
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Dan Wright
 
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Post » Wed Mar 30, 2011 3:51 am

Slowfall and Lock, hell yeah. All the rest: meh. :shrug:
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Gemma Archer
 
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Post » Wed Mar 30, 2011 2:00 pm

edit: whatever
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CORY
 
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Post » Wed Mar 30, 2011 5:45 am

Levitate, Slow Fall, Sound, Blind, Lock, Sanctuary, Intervention, Detect Key/Enchantment, Tongues, Mark/Recall, Disintegrate, Banish Daedra.
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AnDres MeZa
 
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Post » Wed Mar 30, 2011 9:50 am

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

Teleportation would be a little redundant because of Fast Travel.

Well for first stop think about such spells like they was directly ported from Morrowind, spell effects if returns must be redone
For example Sanctuary can work like ghost dodge from
Duke Patrick's Combat Magic
http://www.youtube.com/watch?v=3LLGoyUMX2I

In such way sanctuary will be different from shield, Sanctuary more like timed parry while Shield spell work like Shield :wink_smile:
Teleportation also different from fast travel, for first we can mark any place by self and recall to it even if such place somewhere in the same cell what impossible with fast travel, for second teleportation can work during combat and don't take much time (useful if there is timed event or character has basic needs)
Imagine mark&recall work like blink spell for enemy mage in trouble when player is close to them they cast teleportation and change their dislocation around player does mage become more interesting in combat?

Even Divine intervention can work, but like long time enchant thats teleport player if he reaches final blow from enemy or deadly danger to safe chapel of divine, ofcose such spell effect can be restricted to spell and work as service from Divine Chapels and cost much money, and can be disabled by scripts or dispelled with powerful Dispel Spell

Sound spell can work like noise spell thats generate noise were is placed as rune or when struck surface, when directly strike enemy it can overwhelm enemy for short period, such spell can work as component of traps on locks Alarming all NPC in some radius.

Levitation SlowFall and Jump can work as one spell like Alter Gravity spell
At Novice level its work like feather spell on self, as burden at enemy, as gravitation trap thats slowing enemy on ground and charge will allow Jump at two times higher then normal jump, when channeled spell allow Slowfall, as channeled spell can be interrupted by lucky strike of enemy or (battle mages can have special training for reducing such chances thats can be implemented with perk) or with spell like Burden or paralyze or can be cleansed with Dispel or when Magicka is not sufficient for work of spell, channeled spells use different amounts of Magicka when it not sufficient its downgrades to lower perk for example mage has 150 Magicka float use 50 for cast and 5 drain for each second when Magicka lowered under 50 float will be changed with slowfall, additional checks can be added like check of player Fatigue and level of Encumbrance when Over-encumbered for example can become Burdened but instead of levitation will only allow float.

At Apprentice level when Mage understood Alternation better, Magnitude of Feather will rise, Magnitude of Burden rise, gravitation trap thats maximum burden enemy he still can attack but cant move and sink in water, charge will allow Jump at three times higher then normal jump, Mage can walk on water and don't crumble ice during channeling, but receive damage from walking over magma or another dangerous substance.

At Journeyman level Magnitude of Feather will rise, Magnitude of Burden rise more, gravitation trap thats paralyze enemy, charge will allow jump four times higher then normal jump, channel will allow float like a Lich and strafe backward without penalty, floating not allow change altitude higher then one jump height or half of it, anything higher will slowly decrease with Slowfal to one jump height or half of it, but can float over dangerous environment like lava and pits don't trigger pressure plates or similar traps.

At Expert level Magnitude of Feather will rise, Magnitude of Burden rise more, gravitation trap thats thats additionally squash enemy at end of duration, charge will allow jump five times higher then normal jump, channel will allow Levitate with both hand if another hand was equipped with something else not with gravitation spell player lose ability to rise altitude and start slow fall if spell was removed from both hands player will fall fast as normally, levitation use much more Magicka then float or water walk for cast and can drain more for sustaining.

At Master level Magnitude of Feather will rise, Magnitude of Burden rise more, gravitation trap thats rise and fall enemy into air at end of duration, charge will allow jump six times higher then normal jump, channel will allow Levitate with one hand.

With skill levels in Alternations school power of Burden and Feather will rise automatically as base spell, while channeling, charge and traps can require additional perks and added by perks dynamically by scripts into base spell when spell casted, all previous spell effects staked in higher level spell so for example Apprentice can both slowfall and and waterwalk, such way will allow remove from casted spell effects in restricted areas or trigger zones so there can be places where such magic negated like Mournhold in Morrowind just with simple script or create enemies thats invulnerable for such effect but can be harmed by other effects from that spell.
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DAVId MArtInez
 
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Post » Tue Mar 29, 2011 10:40 pm

Im sick of just using fire frost and lightning i think that over all these years "in game" that some mage has to have made some wind spell! Thats what i want a wind spell, it could be a chain spell that doesn't do a load of damage but forces the target back. More powerful versions could push bigger target and do more damage to smaller ones! That would be the [censored] nasty!!!
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Emily Rose
 
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Post » Wed Mar 30, 2011 2:57 am

I said no to levitate unless they overhaul it to make it drain magicka rapidly and constantly so that you can only go a very small distance like 50 feet in the air and 30 feet in any direction before you run out of magicka. Really it should just be used to get to ledges in dungeons or other places that you normally couldn't get to.

I said no to Slow fall.

I said no to lock because lock is easily exploited.

Said no to jump.

and I said yes to the return of sound spells though they really aren't anywhere near gamebreaking if we don't have them.
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kasia
 
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Post » Wed Mar 30, 2011 11:46 am

No thanks to any of those, but I dont feel like voting

I would like to see:

Banish Daedra
Holy Word
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Mario Alcantar
 
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