spell ideas

Post » Sat Feb 19, 2011 6:58 am

In the latest bethesda podcast, i heard there are 80+ spells, what do you think the'll be like?
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zoe
 
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Post » Fri Feb 18, 2011 9:35 pm

there are 5 more spell effects, one of them is confirmed as ring of protection
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carla
 
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Post » Sat Feb 19, 2011 7:18 am

Maybe one of them could thrust you up in the air for some time, and let you have some control of yourself. Could be like levitating B)
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Lily Something
 
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Post » Sat Feb 19, 2011 12:12 am

Maybe one of them could thrust you up in the air for some time, and let you have some control of yourself. Could be like levitating B)

I was hoping if levitation was in it'd be in the form of a dragon shout. That way it'd explain why everyone couldn't do it

anyway I'm hoping there are things like conjure an icicle and toss it at someone or something like that
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Lou
 
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Post » Fri Feb 18, 2011 10:39 pm

I was hoping if levitation was in it'd be in the form of a dragon shout. That way it'd explain why everyone couldn't do it

If it is in as a spell I would only want it if NPCs can use it well, which hopefully they can with improved AI. If they can have flying dragons I think they could do this, and probably other flying creatures too, just not like dragons.
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Channing
 
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Post » Sat Feb 19, 2011 12:05 am

Never going to happen but: Portal Spell.
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Kevin Jay
 
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Post » Sat Feb 19, 2011 10:12 am

Well I really want to see what developers done with magic system, Tod says that new magic system have truly magical feel.
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Dark Mogul
 
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Post » Sat Feb 19, 2011 9:44 am

oh yah *cracks fingers* :

FIRE:

1- fire ball.
2- flame blast ring.
3- greater fire ball (2h fire ball combo)
4- fire spray
5- fire wall (from fire spray on ground!)
6- fire touch
7- rain of fire

ICE:

1- Ice lance
2- ice nova
3- Blizzard
4- freeze
5- Ice touch
6- Ice torrent (create iced floor!)
7- Ice blast (2h combo)

LIGHTNING:

1- Lightning ball.
2- greater lightning ball (2h combo)
3- lighting beam (constant cast)
4- chain lightning
5- Lightning blast wave
6- lightning touch
7- static field

MAGIC:

1- Magic missile
2- Magic missiles (magic missile 2h combo)
3- health burn
4- magic storm (AOE explosion)
5- Disintegration beam
6- Entropic touch
7- Prismatic orb (random effect spell)

that's for destruction as now lets explore alteration:

MIND:

1- telekinesis
2- kinetic blast (AOE push)
3- Mind blast
4- immobilize (like burden only cooler)
5- Absorb magic

REALITY BENDING:

1- Elemental shield
2- physical barrier
3- water walking
4- water breathing
5- feather (also has slow fall effect)
6- unlock
7- reflect spell (acts as a 100% one time shield only higher level grants more "charges")

ok now I'm tired think of more later :P

of course I did not take the multi spell effects for one spell thingy, and maybe different action produce different effects like Todd said :P
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Enny Labinjo
 
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Post » Sat Feb 19, 2011 4:25 am

I don't want spells in the game. They're boring and redundant when we already have things like swords and bows.




JOKING :)

I want spells where you can hold down the button to cast it for longer. For example the "flamethrower" like effect that Todd mentioned could be a slow burn so you have to hold it for longer. This would be cool for lightning to subdue enemies. Also, I want a sort of "force push" just to knock enemies back when they get too close.

One last thing that I LOVED in the Fable games is assassin's rush. Basically you shoot straight through an enemy so you're behind them which makes it easier to execute a finishing blow, but I can't see this working in Skyrim.
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Sarah Unwin
 
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Post » Sat Feb 19, 2011 8:18 am

Never going to happen but: Portal Spell.


Good idea, at first i was kinda like 'What's the point, we have fast travel'

But maybe we can place the receiving portal anywhere we like? Not sure.

I want an illusion spell that allows you to make clones of yourself. Either for distraction or to help you in a fight.
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Nicole Mark
 
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Post » Sat Feb 19, 2011 10:29 am

If it is in as a spell I would only want it if NPCs can use it well, which hopefully they can with improved AI. If they can have flying dragons I think they could do this, and probably other flying creatures too, just not like dragons.


Like say a...CLIFFRACER?
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Emma Copeland
 
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Post » Sat Feb 19, 2011 8:19 am

I can't quite visualise it but in Oblivion remember that there was a wide range of spells but the animation for most of them was simillar. At the end of the day it would be nice to see induvidual animations for the spells but at heart I just am really excited about the two handed thing they have going in and the possibility of combining spells. As for what kind of spells they will be your going to have your illusion, fire, frost, lighting and each of those are going to have several different types of attacks so I'm really looking forward to it.
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luke trodden
 
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Post » Sat Feb 19, 2011 7:34 am

I thought we couldn't combine spells, only have two different ones and use them individually or have the same on both hands and increase its power.
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lisa nuttall
 
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Post » Sat Feb 19, 2011 5:36 am

I thought we couldn't combine spells, only have two different ones and use them individually or have the same on both hands and increase its power.



I'm guessing you can only combine 2 similar spells

like fire ball + fire ball = greater pyroblast of death.
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Ilona Neumann
 
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Post » Sat Feb 19, 2011 8:10 am

Never going to happen but: Portal Spell.


Hehehe whats the point of a portal spell, like mark and recall, when we got fast travel :D
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Jake Easom
 
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Post » Sat Feb 19, 2011 12:38 pm

Lets design Levitation Spell for new magic system thats allow employ spells in different ways, since new spells have some sort of embedded script effect so we can add also more checks for conditions (I believe we still can create spells in CS from spell effects just all spells in game are combinations of spell effect and scripts and custom spell creation not available in-game)

For instance, you could blast enemies with a flame ball from afar, hold the button down to wield the spell like a flame thrower, place a rune on the ground to create an environmental trap that spontaneously combusts when an enemy steps on it, or equip the spell with both hands to deliver high damage fireball attacks that drain your magicka reserves quickly.

New Levitate can combine spell effects like

Slowfall
Jump
Levitate (arena like) This spell allows the caster to float slightly above the ground for duration of spell. Floating thus the caster can traverse pits, lava flows, or water chasms.
Levitate (morrowind like)
Feather
Burden

For example

Mode 1 Cast on self with one hand
Allow float over obstacles like pits, lava flows, or water chasms on small altitude with slow constant decreasing of altitude to the end of spell, weight of equipment decreased, player can freely move backward without penalty (similar to lich float in oblivion) speed the same that %PCname has.

Mode 2 Cast on self with two hands
Jump high from ground and alter altitude in air and better levitation for %PCname you can fly in any directions channeling high magicka drain you cant use bows or two-handed weapon in this mode, enemy can disturb your meditation by strike try to evade attacks player loose levitation and fall down until spell is not recasted on self, over-encumbrance, changing hand for another spell or one-handed weapon will change spell behavior to mode one.

Mode 3 Cast target one hand
Make target float in mid-air (make large weight target movable by telekineses) or not allow target to fall,
on enemy work like burden, If spell pushes the encumbrance level past its maximum value, the target becomes immobile. It will therefore be prevented from moving, and will be a sitting duck for pounding with ranged weapons, spells, or even melee weapons with a higher reach than the one it has, swimming enemies drown in water or flying enemies casted down from heaven.

Mode 4 Cast on ground
Make trap thats set enemy immobile by fully burden him trap casted with two hands set enemy high fly and drop them down at end.
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saxon
 
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Post » Sat Feb 19, 2011 8:06 am

Warp- warp behind the enemys you are currently fighting, giving you an edge on them in combat.
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Nicole M
 
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Post » Sat Feb 19, 2011 8:37 am

Warp- warp behind the enemys you are currently fighting, giving you an edge on them in combat.


could be a nice stealth ability for the tough back stabs
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Alisia Lisha
 
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Post » Sat Feb 19, 2011 3:14 am

Hehehe whats the point of a portal spell, like mark and recall, when we got fast travel :D

M&R is instant and less limited. For example, you're a thief who's broken in to a vault, and taken as much as you can carry. You hear voices and the unsheathing of swords.
Do you:
A) Fight your way out (and most certainly die)
B) Teleport out where they can never follow you
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sarah simon-rogaume
 
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Post » Sat Feb 19, 2011 6:01 am

Never going to happen but: Portal Spell.


I would pay $100 for DLC that added a Portal spell to Skyrim that worked the same was as the gun in Portal(the game)

Seriously, $100.
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louise fortin
 
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Post » Sat Feb 19, 2011 6:03 am

I love to take a deep look at various other ways to use the Summoning Spell instead of just for Combat. Let's dig in...

1) Roleplaying--> Storytelling. In Terry Brook's book The Sword of Shannara, the Druid Allanon goes to a lake needing to gather information about Bremen from the Spirit of the Lake (in parallel to the King Arthur story which was also about a sword) ... and so he does this intense summoning spell that like takes ALL of his power, and finally, after a ton of theatrics and frightening build up, the spirit appears and then he has to ask her for a bunch of information and she is always very cryptic. Now I know in Bethesda's games, you always need to go talk to somebody, but they're always alive, and living in a house or temple somewhere. But what if YOU had to summon that person? If you aren't a fighter, you're given a scroll that does it, but you still get to see the ritual and watch the cool magic show before you meet the spirit. It's entirely a new experience over just meeting someone. You actually had to revive them from the dead, and it feels more creepy. That was my favorite part of that book besides the ending which I won't spoil here.

2) Out-of-Combat Summoning spell--> It only works in one small old broken-down arena, where you can literally pick ANY monster you want to fight and so you can see what you're capable of against what kinds of monsters. It's like an Arena but you control which monster to summon so you can have a duel to post the results online for your friends to compare to their scores.

3) Summon Companion --> Utility. Say you meet a lot of hired hands, but you can only bring one companion with you at any one time. The game could keep a list in your inventory Journal about which hired hands (merc) you've met and what they're specialty is. Now you're deep in a dungeon, and you need a certain merc to help you, so you cast Summon Companion. The Journal pops open and you select the one you need. Your spell finishes and you wait a little bit while the forces negotiate spacetime, and then a moment later your Companion arrives. Now the Radiant Story could have a ton of really funny or angry or surprised words your newly-snatched Companion would have for you about the cool thing they were doing which you just ruined, or how they were playing poker and WINNING and now you owe them 100 GP or they won't help you, and various random things like this that could be very amusing as long they didn't repeat for a very long time. If you already have a Companion, you first have to send your Companion home using the Companion Release spell before you can grab a new one. The Companion does have to be literally grabbed out of the cell where he lives in the other town because if you go back to the town with your Companion, you shouldn't see another version of him or her there.
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Rinceoir
 
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Post » Sat Feb 19, 2011 12:42 am

Okay here are my ideas of how some Spells in the game should change ...

I hate Mark & Recall in its current forms. You cast the spell, the screen pauses on your raised fist, and you wonder if you PC crashed (because it often does on that spell), and then a moment later a loading screen comes, breaking immersion. I have a way of doing this that doesn't require pausing, it can be done in one smooth continuous game-playing motion. When you cast the Mark & Recall spell (or any Teleport style spell that isn't Fast Travel, which is just really travelling without having to exprience it yourself), then an orb should appear in midair, and then expand into a shimmering ring taller than the player, becoming -- in essence-- an Oblivion Gate but it's shimmering. When you enter the gate, you walk in, but are suddenly falling through space and time with nothing but magical rings and starfields passing you reminiscant of those coded Intro and Demoscene demos with varyious black and white shimmering lines and star dust passing by. You appear to fall for a time (this is the load time for the next level) until you see like a swirling pool of hotter and hotter energy that you are falling down into, and yet when you emerge, you are walking in your new destination with the strange shimmering energy fading back into the real-room graphics of your new destination. The whole thing is magical, otherwordly, and you don't need to stop the game, and it appeals more to those of us who want to feel like magical beings when we play a mage. A spell should not be 100% utilitarian, it should be like 60% utilitarian and 40% show.

People who play mages are people who often like special effects in movies, and the magic in Elderscrolls games has always been a little lacking. The first cool thing I saw in an Elderscrolls game magicwise was the Oblivion Gates, they gave me that feeling of truly mystical things happening in the world. I'd like a lot more of THAT kind of stuff.

For example:

  • Ancient pools of colored glowing water that you can dip you armour and weapons in for daily-use powers that have a limited number of charges and require us to re-visit the place, which is always guarded by some more and more powerful monsters trying to prevent us from using its magic, which they feed off of.

  • Living columns of fire 100's of feet tall in certain dungeons that appear to swirl and thrive within the walls that you can see through cracks, holes, and other things, where if you get too close the fire can cook you. It should sound dangerous and be dangerous, often emitting poisoned gases. The fires contain spirits that you may try to speak to for secrets about the world, but if you fail, they can svck skill points from you as payment. You can't save the game in thier presence (200 feet) or they will disappear and even if you reload they are gone because their loss was recorded AT the moment you saved it. So you can't just keep trying to steal the information and reloading if you fail. You only get one chance to talk to them, and you accept the consequences or you don't talk to them.

  • Tre'elian is a tree city built inside a giant tree called the One Tree that is inhabited by Dryads that can teleport from tree to tree instantly unless tricked to meet you with a stash of pretty gold trinkets that they cannot resist. Maybe it's off-limits to us, so we can never go inside it, but from the outside, we can admire it for miles, and it can be seen anywhere from atop Skyrim's surrounding mountains.

  • The Spirit Shrine is a huge graveyard built near a magical well where ghostly spirits are seen for 100's of yards being drawn slowly into this thing like a whirlpool, and as each spirit is stretched out and svcked down into fierce gravitational pull of the shrine, it explodes with power, showering the air with particles. If the player who approached the well has any items with spirit energy, it is svcked out of the weapon for a random number of days like 5-10 days. This could also be a place to get rid of negative spirit energy that attached itself to player in some of the nastier dungeons, and this is the only known place to remove such "energy poisons" from your character, so you'd have to come witness the place more than a few times. It should be filled with ethereal and creepy sounds to match it. Jeremy Soule should obviously be the one to create the soundtrack for that place, being his name is "Soule" and all that..... hahahaha..

  • The Spy Well is a well of water located in outside a small village with a unique property. Every conversation happening anywhere in the world can be heard from it IF you drop a piece of property from the person you wish to spy on into the water. Then you will hear a conversation taking place no matter how far, no matter what protections they have in place. Since it was discovered, many magical runes have been placed all around it to confuse travellers, making them go in circles and become confused, often wandering time and time again back into the small village near its location. No one knows how to find the Spy Well now except the most powerful ruling Wizards (and your PC if he should try to solve the mystery of the Runes.... it's a Bard's Tale style puzzle with riddles and clues and some Dragon lore could help too... )


Now that would all be fun stuff to see in the game!
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jessica breen
 
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Post » Sat Feb 19, 2011 12:22 pm

Summon Cliff Racer... And for every 10th level of conjuration you can summon an additional. :evil:

No but seriously, i'd really like levitation and lock back.
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ZANEY82
 
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Post » Sat Feb 19, 2011 5:08 am

Like say a...CLIFFRACER?

Cliffracers would just fly until they were near you and stay in place.
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Riky Carrasco
 
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Post » Sat Feb 19, 2011 1:23 am

the ability to summon an attack shrubbery. Always wanted plants on my side and a nice sentry to keep vermin off my lawn.

a spell that makes the grass grow 20 times taller and sharp as glass to slow down enemies for awhile...

a decoy thief spell that would make a small thief that entires a house and tried to steal something then runs away leading rthe owner on a chase so you can go in and try and pilfer something. Would also work on critters to make em mad and chase it so you can sneak past them.

a spell that can turn meat into a tasty decoy that runs around drawing animals away.

a spell to make a large bush I can shelter in.
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jenny goodwin
 
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