» Fri Jan 22, 2010 6:55 am
First and foremost, I want the Construction Set to give us the ability to create new spells and new skills to where we can assign them different attribute modifiers, custom animations if needed, and their own calculations. Basically, the things that were once hard-coded onto the disk, I'd like to see not hard- coded so that we could actually implement all these things that people are wanting.
In regards to all spells, once it is learned, you should be able to alter its magnitude, size and duration depending on how well your skill is. You shouldn't have to go back and make an entirely new spell that only has a bigger radius even though you already know what spell. That is very lame and just takes up more space in your grimoire. Now learning the difference between casting it on yourself, at touch and at distance and whether its area around the caster or area at a distance is different. TESII: Daggerfall had that pretty well. You should have to make a new spell for something that covers a different area and functions differently in that sense since you're not increasing the properties like size, but actually changing how the spell works; thus a new spell.
Destruction
-Actually see the elemental effects and affects of ice, fire, electricity. When you hit someone with a frost spell, they should turn frozen. You should be able to adjust the intensity of the spell (magnitude) by holding a button(s).
-Having environmental affects from your spells. i.e. casting a small frost spell on a flower and seeing it freeze and not move. The grass moves in the games due to the wind. If I cast a frost spell on the ground, I want to see that patch of grass freeze and have the ability to stomp on it and watch the grass crunch and crumble on the ground.
-Force spells, as in gravity and energy, not the Force from Starwars. This would be where, if you were good enough, could control the energy in your hands and condense it so tightly that you would create tiny little atomic explosions. And the better you became, the bigger you could create and control them. The biggest thing is control, because you wouldn't want to direct the explosion towards you. Basically, you're smashing atoms together by crushing the energy.
Restoration
-Cure disease spells should be subdivided into curing certain groups or classifications of diseases. It makes it too easy to just cast cure disease and you can cure everything. Same with cure poison and cure paralyzation. (off topic, but if you're paralyzed, you should not be able to open up your inventory and drink a potion to cure it)
Spells that can restore life to flora. These would be very hard spells to learn as they're for masters, but dead flowers, trees, fields, would be restored to life by using restorative magic. People and animals are different because their souls leave their bodies to the Dreamsleeve so you're restoring the dead tissue and giving the body life again, but it has no soul. Although, it would depend on how soon the soul left after when the person was official dead (brain death I think is the last thing to happen?). So for the video game, say within 5 in-game minutes, a master at this type of restoration magic would have the ability to revive the person/animal using magic, bringing him/her back to life. It wouldn't be that hard to do in the game. Just using time calculations and setting the NPC/creature back to "living" instead of "dead".
Conjuration
I don't quite understand this school, but you're taking something from a daedric realm in oblivion and keeping it in the Mundus for a set time until it is transfered back to Oblivion, correct? And that is why when you summon bound armor/weapons, they're just lesser-daedra in the form of a weapon, until their time on the mortal plane has run out and they're sent back. Okay, so with that in mind, another level of conjuration should be implemented. The player should actually be able to conjure any mundane items from the Mundus. i.e. a fork, a chair, a napkin, a house, a thimble, etc.... And they should not derive from Oblivion, but from the magical essences that emanate into Mundus, lore-wise. So you're standing around and you can make a teapot appear in your hands right then and there. Now is that Alteration (altering the world's perception of what is actually there) or is that Conjuration (conjuring an item from some other place in the mortal realm into your presence). If conjuration is taking something from somewhere, then actually making something out of what is there in front of you would probably be Alteration. Someone clarify this for me.
Illusion
-Remote viewing (seeing what another animal or person sees)
-Able to turn yourself into other NPCs or animals, visually speaking, not physiologically and anatomically. Or into vegetables or mundane objects if good enough in the spell.
-spell that creates images with smoke and color. Just an aesthetic spell for entertainment. But that would be a fun way to entertain folks.
-The sound spell needs to be taken to a whole new level for masters and supermasters of Illusion. The ability to create actual music in a person or persons head(s). Creating a frequency in the targets mind is the very basic one. Creating actually harmonies and sounds is extremely advanced but should be doable. Not sure how that would work in a video game, though.
Alteration
-spells to level out terrain or raise it or shape it. very difficult
-turn snow into dirt, or water into fire. very difficult, though
-turn someone else into another person/animals
-turn water into wine or other beverages
-cause rain to fall upwards or sideways, i.e. control the rain
-control the weather; all types of weather. You could bring storm clouds together and cause lighting/thunderstorms. You could bring in the fog to shroud yourself from enemies. You could cause earthquakes, volcanos to erupt, tidal waves, water- tornados, avalanches. Extremely difficult spells.
-Spells that can make flowing lava come to life in the form of a serpent and command it to attack people.
-Ability to manipulate gravity on a target(s). (extremely difficult) Not sure how that would work lore-wise or in-game wise but it is interesting.
-Turning the ground into quicksand.
-Controlling trees and bringing them to life to where you could control them as if controlling a puppet. i.e making them grab and kill your enemies, so to speak.
-Life spell. You can give life to anything you cast it on. Tables and chairs would be able to walk around. Utensils would move and bounce around. Kinda like that stuff you see in Disney's Sword in the Stone.
-Turn NPC/animals into other elements, like stone, rock, earth, snow...
Mysticism
Probably would be used in conjuction with some of the spells I listed prior to this.
Telepathy - not necessarily reading ones thoughts, but just the ability to communicate with the person via the mind.
-Ability to slow down time or speed up time
-control gravity or the rotation of the planet
Necromancy
-I just think it'd be cool to animate dead fat pregnant women who are walking rotting zombies with their innards and snarling babies' heads poking out of their guts.
This school doesn't offer much of diversity other than animating the dead, as that is all that it does, reanimate something that was once living.
I realize that most of these spells are only good for story writing and movies and most likely couldn't be implemented into modern day games with our current technology. But it's a nice list, I think.