Spells and Magic

Post » Thu Jan 21, 2010 8:58 pm

someone takes this place too seriously ^^
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maya papps
 
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Post » Fri Jan 22, 2010 10:52 am

Bump. :thumbsup:
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biiibi
 
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Post » Fri Jan 22, 2010 1:01 am

If that's true, then why the f*** would you create a new thread and advertise it as being "condensed" and "under one thread" without first performing a search?


*Shrug, bad title on old thread not giving the right idea behind the topic :) . Just one idea, but I occasionally share your aggravation, just not in this case.
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Alkira rose Nankivell
 
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Post » Thu Jan 21, 2010 8:05 pm

pm'ed

someone takes this place too seriously ^^

no need to fan any flames.
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JLG
 
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Post » Thu Jan 21, 2010 11:44 pm

Thread merged.
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SexyPimpAss
 
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Post » Fri Jan 22, 2010 7:14 am

That is more a level scaling issue. The enemies with 50k health and all that.
But yeah, I recognize what you are getting at too. [Jimis]

[edit]
Actually I didn't archmage. It wasn't quite so obvious. So if it offended you I can throw the link in the OP, and that would actually be something good to do anyway.
And for a future note, try coming in without the guns blazing.

Have you seen the movie Excalibur? its from 1982 i think, if yes do you remember Merlin? there is a scene which there is a siege outside the castle and a horse is tied with ropes that are holding a ladder or a huge wooden tower, all he does is whisper something to the horse and then it starts to move and the ladder falls down, nothing spectacular but very inventfull, there is another scene where Uther wants to mate with the Queen of his Rival, then Merlin summons the breath of the dragon which actually is a huge fog which Uther can run with his horse on it, but its done with atmosphere not for the sake of magic, it has its mystery, i hope that i helped you a little bit to understand
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Rich O'Brien
 
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Post » Fri Jan 22, 2010 5:35 am

I like a lot of the ideas I see, except the ones about a Master Mage being able to like...rip the world apart, and it's super epic and powerful and stuff. The problem with that, is we're right back to Oblivion's pit fall.

Mages Pwned everyone and everything. I mean, on super high difficulty, an apprentice Orc mage could take on a City Guard and [censored] slaughter him. (I've done it!)

I think magic is a tricky subject for TES, and I think they would benefit the most from balancing out magic's power. Yes, new animations would be nice, and if my Telvanni is destroying some Lesser race with a fire ball, I want it to look cool.

But I don't want it to be over the top.

Lastly, I think Bethesda should make something were Mage's don't have to rely solely on the Mage's Guild. They should add in, friendly hedge wizards, maybe a Witches Coven that migrated from Highrock. Something so you don't have to be a Guild Mage. That got to me that I was consistently pigeon-holed into being a Guild Mage so I could get to my full potential.
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lacy lake
 
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Post » Fri Jan 22, 2010 6:47 am

Here are my ideas for more spell effects:
Levitate
Sleep (mentioned by poster above)
Deafening Burst (No better name for it)
Slowfall
Lock/Open
Poison
Wind Damage
Earth Damage
Holy Damage (Damages undead/Heals allies)
Push/Pull
Infect (Disease)
'Midas Touch' (Idea from Midas Magic mod)

Surround Spells (i.e: Large Area spells that radiate out from the center (Your character)):
Lightning Storm (Shock)
Fire Rain (Fire)
Hurricane (Wind Damage)
Earthquake (Earth Damage)
Black Plague (Infect)
Acid Rain (Poison)
Blizzard (Frost)
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Emilie Joseph
 
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Post » Thu Jan 21, 2010 9:47 pm

Explanation for Surround Spell-making:

Cast on:
Self
Touch
Target
Surround x

Effect: Lightning

Damage: 75

Duration: 10

Area: 150

Targets:
Hostile x
All



Duration would be how long the 'storm' lasts, instead of the bolt's impact damage. The spells would also cost more magicka/gold to use/create than Cast on Target spells because of the power. Then, for more gold/magicka, you can make the spell so it only targets enemies.

THIS IS ONLY AN IDEA. DO NOT YELL AT ME FOR IT.

Oops. Double post. Sorry.
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Lexy Dick
 
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Post » Fri Jan 22, 2010 7:15 am

I have merged the Spellmaking topic with the Spells and Magic topic, keeps everything together. :)
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vanuza
 
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Post » Fri Jan 22, 2010 5:29 am

I have merged the Spellmaking topic with the Spells and Magic topic, keeps everything together. :)

Hey merge mine too, i have one about spells
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Emzy Baby!
 
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Post » Fri Jan 22, 2010 4:28 am

Here's my List:

1. [I doubt they will be able to do this but here goes]. I would like to see a voice command system for spells. not only would it eliminate menu searching, but it would also make casting much more fun. (Hey, if phones and cars can do it, a game absolutely should.)

2. Environmental damage that actually makes sense. (i.e. a fireball that does not absorb into the ground if it does not hit a target, but sets the ground on fire, melts ice, ect.) and the other stuff that Skycaptain did with Deadly Reflex.

3. Effects to the Npc. If you drain their fatigue, they should act sluggishly, enrage them, and they will get red in the face, and yell, and charge, and stuff.

4. Bring back Levitate!!!

5. and finally, allow the summoning of more than one minion.
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Tracey Duncan
 
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Post » Fri Jan 22, 2010 7:50 am

I would LOVE self-surrounding aura spells for my Spellsword characters.
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His Bella
 
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Post » Fri Jan 22, 2010 10:56 am

I would LOVE self-surrounding aura spells for my Spellsword characters.

That's how I got the idea. I found one way around it though. A large area touch spell. Not nearly as cool though.

OT:
More spell ideas:
Summon Dragon
Summon Wolf Pack
Summon Wolf
Summon Bear
Better Burden
Bound Arrows (Summons 50 daedric (or whatever bound armor will be) arrows)
Mark
Recall
Divine/Almsivi Intervention
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Emma Pennington
 
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Post » Fri Jan 22, 2010 12:41 am

wow alot of that stuff puts oblivion's spell system to shame.


have the game

the combat/stealth/magic system puts oblivion's to shame indeed.

even character animations are better.
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Louise Lowe
 
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Post » Fri Jan 22, 2010 5:47 am

Explanation for Surround Spell-making:

Cast on:
Self
Touch
Target
Surround x

Effect: Lightning

Damage: 75

Duration: 10

Area: 150

Targets:
Hostile x
All



Duration would be how long the 'storm' lasts, instead of the bolt's impact damage. The spells would also cost more magicka/gold to use/create than Cast on Target spells because of the power. Then, for more gold/magicka, you can make the spell so it only targets enemies.

THIS IS ONLY AN IDEA. DO NOT YELL AT ME FOR IT.

Oops. Double post. Sorry.

For surround, could that be a secondary effect? As in:

Spell effect:
xxx

[Primary] On:
Self - Touch - Target

*[Secondary (no With: effect)]
[Channel (flamethrower)] - [Wall (shield)]

With:
Surround (or Aura) - Chain - [Charge]

In:
xxx area

For:
xxx seconds - Instant (0 seconds)


*This could be a secondary cast function, or alternate to the Primary: and With: effects in spell making.
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Stay-C
 
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Post » Thu Jan 21, 2010 8:32 pm

For surround, could that be a secondary effect? As in:

Spell effect:
xxx

On:
Self - Touch - Target

With:
Surround (or Aura) - Chain - xxxx

In:
xxx area

For:
xxx seconds - Instant (0 seconds)


Good idea. I didn't think of that one. Also like the chain effect idea.
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Dan Stevens
 
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Post » Fri Jan 22, 2010 1:34 am

Does anyone remember the daggerfall spell capable of digging tunnels in caves?
That I would like, levitation should be back too. changing the colors would be a neat idea.
Shapeshifting? I would love that, who needs a horse when you can be a horse?
The kind of limited magics in oblivion, I would like to be able to enchant an item more then once.
Wands anyone? A wand should be used to enhance your magics and create greater accuracy. without one perhaps your spells dont go in a straight line.
I also want them to increase the amount of rings to 10,and amulets to possibly two or four (I can wear anklets, cant I?)
More types of magics too, water control in such an icy climate would be nice.
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Carlos Vazquez
 
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Post » Fri Jan 22, 2010 7:51 am

Shapeshifting? I would love that, who needs a horse when you can be a horse?

I actually think that would work

OT: Spells regarding ShapeShifting:
Rules/Things to know:
I: No spells can be used (Other than creature powers)
II: Falls under Alteration Spell School
III: Need to act like morphed form; If not, suspicion rises, then you're attacked

Wolf Morph
Horse Morph
Mudcrab Morph (?)
Troll Morph
Bear Morph
Dragon Morph (!!)



SpellMaking in general:
Damage: Kick it up to 300
Area: No less than 100 for surround spells. Max: 200
Duration: Let's go with the game's time on this one.
Max the duration out at 7 game days.

IE: 120 sec Real Time = 1 hour game time
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Mari martnez Martinez
 
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Post » Fri Jan 22, 2010 10:46 am

One problem that we had in OB/MW is that magicka either regenerates or doesn't. That means that you either neuter long-term resource management, or cripple battlemages.

I think the best solution is to go back to magicka that regenerates on sleep, but only treat it as a long-term resource. Magicka would be used to put long-lasting buffs on yourself -- a moderately powerful buff for your skill level could last 24 hours in game-time, but this would be balanced by giving each character a stat called Magic Power (or something) that would function like encumbrance and limit the total power of buffs and enchantments you could have active.

So how does that solve the problem of battlemages? Well, I would also turn attack spells into self-buffs that give you access to an ability until the duration/charge runs out, at which point you have to self-buff again. The ability could drain spell charge, or it could use your fatigue or health to power itself. The main takeaway is that the spell doesn’t shoot a fireball, it gives you the ability to shoot fireballs until you run its charge out, which means the cost per unit magicka is much less.

In terminology, both passive and active self-buffs would be called "spells", so spell-making is actually what you do when you use magicka. A "ritual" is the set of parameters that defines the spell, like an alchemical recipe. So, "ritual" corresponds to the term "spell" in previous games.

One implication of this system is that "Mages" are not the same as "Magic Users". In the same way that a warrior could pay a mage to enchant a sword, he could also pay the mage to cast a spell on him, granting him passive abilities or even active powers. The primary difference is that the sword enchantment is more expensive, and recharges over time instead of being dispelled when the charge runs out. Mages would still get more benefit from spells than non-mages, but the important thing is that only mages are actually capable of creating spells. (So, if you do get a couple of spells in the tutorial dungeon, it doesn't mean that every character is a mage).

It would also be nice if a spell could have multiple passive/active abilities linked to the same energy pool. So, for instance a spell called "Fire Attunement" could grant the following abilities:
Fire Resistance: A passive, always-on ability that drains spell charge over time.

Burning Strike: Each attack does fire damage, drains spell charge with each hit.

Burning Aura: Does fire damage over time to all enemies within a certain radius of the caster. Drains spell charge rapidly, can be toggled on/off.

Firejet: A tongue of fire shoots out at an enemy, up to 20ft away. Drains spell charge with each casting.

Burning Bolt: Shoots a small ball of fire. Drains no spell charge, but consumes fatigue with each casting.

If you just leave the fire resistance on, the spell could last for an entire day. If you turn on the aura, it might only last for an hour, and if you get in a long melee fight or shoot a lot of firejets, it might burn off even faster.Eventually, you'll need to create a new spell, or head back to town to see the mage again.
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Sabrina Schwarz
 
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Post » Thu Jan 21, 2010 9:15 pm

I actually think that would work

OT: Spells regarding ShapeShifting:
Rules/Things to know:
I: No spells can be used (Other than creature powers)
II: Falls under Alteration Spell School
III: Need to act like morphed form; If not, suspicion rises, then you're attacked

Wolf Morph
Horse Morph
Mudcrab Morph (?)
Troll Morph
Bear Morph
Dragon Morph (!!)



SpellMaking in general:
Damage: Kick it up to 300
Area: No less than 100 for surround spells. Max: 200
Duration: Let's go with the game's time on this one.
Max the duration out at 7 game days.

IE: 120 sec Real Time = 1 hour game time

I'm not sure if you meant it this way with the area, but turning bandits into mudcrabs for easy kills sounds good to me.
Also, seven game days? I was thinking more like thirty seconds (real time) unless you had so much magical power you might as well be an Aedra.
I would like to see anything you can summon, if you are much more powerful you can actually become them.
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Ricky Rayner
 
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Post » Fri Jan 22, 2010 12:33 pm

I'm not sure if you meant it this way with the area, but turning bandits into mudcrabs for easy kills sounds good to me.
Also, seven game days? I was thinking more like thirty seconds (real time) unless you had so much magical power you might as well be an Aedra.
I would like to see anything you can summon, if you are much more powerful you can actually become them.

Those are maximum for the effects Duration/Damage/Area etc. that would cost the U.S. National Debt2 to make. (Let alone cast successfully)

The Shape Shifting would be a 'Cast on Self' only effect. I like where you're coming from with the only summonable creatures thing though.
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Kevin S
 
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Post » Fri Jan 22, 2010 10:23 am

Some ideas I had, written as I think them.

Fire spells that, especially if a character has a low resistance to fire, cause the character to catch fire and writhe in agony when hit by them or something. Maybe being able to throw a bottle of oil on an enemy would make them more flammable?

Also it would be great to cast ice on someone and freeze them in varying degrees. Like low level spells cause frost to appear on the skin and high level spells can cause solid ice to form. It would be a great tactic to be able to aim your ice spell to attack different parts of the body. Freezing the sword arm in place so they cant swing, freezing a leg or foot to the ground crippling them.

Being able to cast lighting on an enemy in water, and have that electricute them would be cool.

Also, being able to cast a spell in a continuous beam of energy would be cool. Flamethrower!!! It would look awesome spraying out of a staff.

I'd love to see more spells that do more than just attack/cause damage too. Someone mentioned a portal spell somewhere around here. That would be sweet if it could work. Levitation needs to make a comeback. It would be cool if there were different types of levitation spells that, maybe let you fly like superman, or sprout angel/demon wings, although thinking about it now i've been chewed out before for suggesting transformation spells.

Hypnosis/mind control spells need to be better. Theres a lot of cool things that could be done with that.

Being able to summon creatures that can stay around for as long as you want, at least until they die would be great. Maybe summonable mounts?
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Ian White
 
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Post » Fri Jan 22, 2010 2:43 am

Spells and Magic FTW! :thumbsup:

Suggestions, ideas, anyone?
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Britta Gronkowski
 
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Post » Fri Jan 22, 2010 9:52 am

being able to use magic on the environment around you. set up a wall of flames to protect you are give you a chance to retreat or actually set stuff on fire. use lighting to get a mass of enemies in water. ice spells should slow you down. i would like to see some stuff from other games like dark messiahs ice patch as well. TES has really really boring magic. its just a bunch of different damage modifiers with different shaders. a master of mysticism should be able to set up a tornado or crates or bottles and send them flying at an opponent.

basically i want scripted spells from morrowin (forgot the author) and midas magic spell, at least the ones that make sense in the next game.
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Sudah mati ini Keparat
 
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