Spells and Magic

Post » Thu Jan 21, 2010 8:14 pm

NOTE: This thread is for anything related to spells, spell making, enchanting and magic. Please submit your suggestions here.

Spell Making is one my favorite features in TES, and I would love to see the level of spell personalization increased for all the mages out there. What options would you like added to the spell making process?

Personally, I've always wanted the ability to personalize the color properties of certain destruction spells like fire and shock (e.g, blue fire, green lightning, etc.).

From schnell olfy:

There is a necromancy thread, lets let that get worked out there first for a bit.

Otherwise there are plenty of Spell related topics to cover under one thread. Here is a short list:

  • Creation
  • Spell tracking
  • Spell Schools
  • New, Improved, or Additional effects (ie. conductivity of electricity)
  • Mysticism
  • Transmogrify (like Calvin and Hobbes)
  • Animation


* If there is an ongoing conversation do not expect all the gears to change immediately for a new topic.

So there is a bit to condense, just onto this one thread if possible. But I think it would be a good place to get final conclusions of some of this stuff.
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Robyn Lena
 
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Post » Fri Jan 22, 2010 4:02 am

-Allow for spellmaking OUTSIDE of the mages guild

-Adding negative effects for the user should lower the cost of a spell

That is about all I care about for that.

Enchanting, on the other hand, needs to be significantly overhauld, more options a la Morrowind's style where weapons could do on-self rather than only effect the enemy.
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Lucy
 
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Post » Thu Jan 21, 2010 11:01 pm

Is fun, but they need to fix up a few little things.
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Jeff Turner
 
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Post » Fri Jan 22, 2010 1:32 am

I'd like enchanting to be more free... like in Morrowind. Constant effect summon FTW.
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Jose ordaz
 
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Post » Fri Jan 22, 2010 6:52 am

Indeed, I would also love to see a return to the Morrowind style magic over oblivion.

Morrowind had so much more possibilities in enchanting, alchemy and magic that oblivion magic seemed positively stunted.
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Spooky Angel
 
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Post » Fri Jan 22, 2010 2:02 am

I would also like to see a visual change in certain spells as they increase in potency or damage, rather than just a stat increase. e.g, fireballs that increase in size or intensity, and shock that increases in discharge with the possibility of also chaining to strike nearby enemies.
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candice keenan
 
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Post » Thu Jan 21, 2010 10:58 pm

You should not be able to make spells that cost less than 10 MP to train your skills, if skills can be trained this way...
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Queen Bitch
 
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Post » Fri Jan 22, 2010 1:22 am

You should not be able to make spells that cost less than 10 MP to train your skills, if skills can be trained this way...


And spells should give you experience DEPENDING on how much MP they use.
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Len swann
 
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Post » Fri Jan 22, 2010 4:29 am

More spell ideas?
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XPidgex Jefferson
 
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Post » Thu Jan 21, 2010 7:21 pm

More spell ideas?

Shapeshifting would be good.
Leviation should be brought back.
Aerial attacks. Like a vertical lighting strike.
The reflect magic spell to actually reflect some spells.
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Maddy Paul
 
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Post » Fri Jan 22, 2010 2:35 am

-Allow for spellmaking OUTSIDE of the mages guild

-Adding negative effects for the user should lower the cost of a spell


INDEED

Enchanting, on the other hand, needs to be significantly overhauld, more options a la Morrowind's style where weapons could do on-self rather than only effect the enemy.

Yeah. I also really hate how they limit the effects you can enchant on an item.

Sure, enchanting items to heal you over time can make you a bit over-powerful.. but it's a single-player game, who really cares? I want to become over-powerful.

I'd also like to see a return of 'cast when used'. It's effectiveness has always been greatly underestimated. Plus it's very useful when roleplaying a non-magician who can still do something thanks to a magic amulet or whatever.
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Kay O'Hara
 
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Post » Thu Jan 21, 2010 8:30 pm

Spellcasting like Morrowind, only better.
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Emilie M
 
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Post » Fri Jan 22, 2010 5:45 am

i would like to wear more magically enhanced rings and amulets. like 2 rings? i have 10 fingers... and with amulets: how many can i wear before it gets uncomfortable? probably dozens. i know it is really hard to balance those things but still... i like to play sorcerers who get all their power from items :(

staves should have both positive effects and the ability to cast spells. actually i would recreate magical staves as blunt weapons with buffs like increased magicka pool and magicka regeneration rate. so when wielding them i could bash things but also have the benefits of... well a Magic Staff,

another thing i would like to see is storing magicka in equipment. lets say a mage has a special ring enhanced to store magicka. when he is resting he can cast spells to fill the ring up and later in combat, when he has exausted all his other resources, cast another spell to draw magicka from it. i know it kinda sounds like a potion but it would be magic not a potion that every warrior can quaff. thats what makes us Wizards. muahahah

edited for grammar. and sorry i know this more along the theme of enhancments than spellmaking
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Dean
 
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Post » Fri Jan 22, 2010 12:39 am

Add my vote to the "more like Morrowind" group. However, keep the ability to apply negative effect potions on weapons. That was awesome.
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Trevi
 
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Post » Thu Jan 21, 2010 5:10 pm

Spellmaking is a good idea. I care more about enchantments though and I hope you wont have to be in the new mage's guild thing. College of...wisperers? I forget what they are called.
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Leticia Hernandez
 
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Post » Fri Jan 22, 2010 3:22 am

-Allow for spellmaking OUTSIDE of the mages guild

-Adding negative effects for the user should lower the cost of a spell

That is about all I care about for that.

Enchanting, on the other hand, needs to be significantly overhauld, more options a la Morrowind's style where weapons could do on-self rather than only effect the enemy.


That's a good idea. Although I never understood being charged for making spells/enchantments in Frostcrag Spire... who was I giving the money to? I owned the alter.
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Silvia Gil
 
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Post » Thu Jan 21, 2010 6:00 pm

I like the idea of using ingredients to make spells. After all, members of the mages guild are always asking for you to collect ingredients. :P
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Matthew Aaron Evans
 
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Post » Fri Jan 22, 2010 1:17 am

It took me three characters to fully understand stacking, I wait in anticipation, and yet full terror in having to relearn a complex stacking spell effect mechanism.
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Dominic Vaughan
 
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Post » Fri Jan 22, 2010 4:05 am

It definitely needs to be available outside of the Mages Guild. That was annoyingly restrictive, and quite illogical.
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Skivs
 
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Post » Fri Jan 22, 2010 6:04 am

Some more logical costs or limitations would be nice. For example, every spell with drain health 100 pts should be expensive. Adding longer duration would do relatively little to the spell cost. Maybe also limit the power of a spell to your level. For example, with 30 skill in illusion you'd only be able to charm for 30 points. With 40 destruction skill you'd be able to cast something with 40 fire/frost/lightning damage.

In a more general mage sense, I'd like some more buyable staves, and give them the option to have constant positive effects (although this will make them cost more money/soul gem space). For example, a staff with constant light 30ft and a turn undead spell would be awesome. Also the kind of staves you get in the mages guild would be cool to find in shops. It was pretty much impossible to be a successful mage without joining the mages guild in oblivion. Also specialized merchants offering specific enchantments would be cool. For example, you'd give them a filled soul gem and a piece of equipment, you'd choose from a list of enchantments, and at a cost they'd enchant it for you.
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Kellymarie Heppell
 
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Post » Fri Jan 22, 2010 2:34 am

-Adding negative effects for the user should lower the cost of a spell

The main issue with this nice feature, is that it's extremely easy to break.

1- Add a small resist fire bonus to your Dunmer to make him immune to fire.
2- Make the spell do 500 fire damage onself for 10 minutes.
3- Go crazy with any effect you want.

Would be nice if they used that concept on some pre-made spells though.
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Kill Bill
 
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Post » Thu Jan 21, 2010 9:12 pm

Even though it would be shooting ourselves in the foot, spells shouldn't stack

It was really easy to exploit and made Oblivion way to easy

I'd also like to see spell combinations that gives you unique new spells. Yes cliche I know, but it would still be cool.
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Lloyd Muldowney
 
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Post » Fri Jan 22, 2010 1:57 am

In Morrowind:
access to spellmakers was trivial, and could occur by multiple factions
mana regenerated only while sleeping, and at a slow flat rate even then
spell costs formulas were extremely linear
spellmaking itself was pretty much identical to in Oblivion
no effort was made to prevent exploits
the Mages Guild quest line several quests each on internal MG conflicts, dwemer research, books & alchemical ingredients, and conflicts with the telvanni
scattered MG personnel provided fast-travel, barter, spellmaking, and enchanting services
they had a monopoly on the better fast-travel, but not on anything else
the main reward to the MG quest line was various magic items, though some mods made much of the MG services only available to MG members

In Oblivion:
access to the spellmakers was difficult, and could occur only a single very specific faction membership & quest sequence
mana regenerated all the time, at a fast rate that increased quadratically as your character improved
spell costs formulas were extremely linear
no effort was made to prevent exploits
spellmaking itself was pretty much identical to in Morrowind
the Mages Guild quest line main consisted of a war with The Necromancers (fought almost single-handedly by the PC), plus a few isolated quests on other subjects
the main reward to the MG quest line was access to the spellmaking & enchanting interfaces, which the MG has a monopoly on; other rewards included leveled spells that were more efficient than those that could be made in the spellmaker

what I'd like to see in Skyrim:
Access to spellmaking and enchanting more graduated - neither the trivial situation from Morrowind nor the all-or-nothing have-you-finished-the-first-8-mages-guild-quests from Oblivion. Perhaps a quality rating attached to each spellmaker, similar to alchemical apparatusses but immobile, or perhaps varying cost-to-create-spells efficiency.
Mana regeneration that increases as your character improves, ala Oblivion, but tied only to your willpower, not to your max magicka.
Spell costs formulas a lot less linear, and varying much more widely between different magic effects. Perhaps something like a script for each magic effect to determine the cost.
Spellmaking with a much wider variety of options
Some effort made to prevent exploits... maybe having effects not stack with the same effect, maybe having weakness to magicka not multiplicative.
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Samantha Jane Adams
 
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Post » Fri Jan 22, 2010 3:49 am

-Knockback effects should be included (Telekinesis could be useful here).
-AoE spells should not be dependent on hitting one target to make the AoE take effect.
-Multiple summons
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Josh Trembly
 
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Post » Thu Jan 21, 2010 10:06 pm

There should be the ability to create spells that are non-standard. What i mean is, rewarding a spell maker for researching spells and magicka with new spell types. This would add to the benefit of reading spell books and practicing spells without it just for leveling up. This could then potentially reward you with some serious power.

Just my thoughts, I might be a power freak!!!! :o
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Claire Mclaughlin
 
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