So animation seems to be a big deal here as well, how bout people start talking about an agreeable, reasonable animations. Like, for instance, I think illusion spells should be more or less invisible, depending on your illusion skill. A few things that made no-little sense to me: green poof clouds on charm, invisibility, and chameleon. Seems like you wouldn't want people to know that stuff is going on.
And I know there are plenty of things that people want but I want to keep this thread from being a wishlist for Lamborghini's and free Ice Cream.
Try and make your ideas work. Try and be complete with them (1 fireball example is not really complete). And try and realize when what you are asking for will require advanced or extensive engine requirements. Environmental damage, for instance, seems a bit unfamiliar in the engine they have been using (not to say a few scorch textures would be impossible, Jonquill).
I agree that my method or explanation isn't the most efficient, but neither is it beyond game engine technology, like I said take a look at Two Worlds II, which is already released in Europe, and works great on both consoles and PC. That being said, it's not necessary to do it the way I described, and I will grant that. There are a lot of things that could be done to make spells more epic looking without taxing the engine too much, namely theatrical effects, but while these would make things look cooler, its questionable rather gamers would embrace them or shy away from them because they are outside the typical TES approach.
For example, anyone who's watched Lord Of The Rings, can remember with relative clarity the sequence of scenes in the deeproads, or the many other appearances of Gandolf after he become the Gandalf The White. In each of the sequences, darkness was embraced much more in dungeons, and night scenes, or even in scenes where there was merely a bright light. This effect could be simulated with relatively little effort in game creating a sort of consuming darkness feel in dungeons that would make the light spell, or any spell feel much more vibrant, and powerful, clashing with the darkness, and creating a anagogic, arcane, or cabalistic feel.
This effect of course wouldn't be applied universally, but could be applied to just about all spells in direct relation to the power of the spells. Natural forces, could create a a degree of wind in the immediate presence of the caster whipping his robes or hair, the animation could be slowed down during the casting of more powerful spells (With the option to disable these effects in the menu), and if the spell produces light, they could simulate the spell consuming the light around it giving the effect of a radiating power surrounded by darkness as previous mentioned, but this effect could also be applied during the day. The combination of all these effect in various degrees for various spells in varying intensity based on spell-power, would be enough alone to give more depth and feeling to the power of spells, and make a spellcaster feel more satisfying as he powered up.