» Sat Feb 19, 2011 10:32 am
The Nature of Teleporting
There should be major changes to the teleportation systems of the games, and the direction of the magic in general of the games. Intelligence skills and magic requiring intelligence should take time, where the dominion of the willpower skills are the quick and dangerous spells. Willpower concerns Illusion, Enchanting, Torporism, Destruction, and Thaumaturgy, while Intelligence skills should include Mysticism, Daedric, Necromancy, Alchemy, and Medical.
Daggerfall had you teleport with Anchor/Recall, and Mages.
Morrowind had you teleport with Mark/Recall, Guild Guides, Intervention Spells, and Propylon Chambers.
Oblivion had mages guild teleporter circles.
We need a system better than all of these just concerning teleportation. Some things we shouldn't re-use. Here is my proposal.
An Anchor/ Teleport spell to teleport yourself to locations you specify. This falls under Mysticism, and should take half an hour of game time to cast the spell as long as you are uninterrupted. You would see the screen fade to black after the initial sequence of the ritual begins, and your character comes back from the loading screen in their location. The spell won't work if someone distrupts your anchor materials (so you can't leave them in bank areas, or things like that).
Mark/Call should work as a means of bringing items to you or sending them away. This falls under Mysticism. Since it is unreasonable for necromancers to summon their creations from the daedra, they should be able to mark their zombies or skeleton warriors with a ritual, and call them to their location with a short ritual spell. This spell could also work to send items to a marked spot, for teleporting loot, or people if you use enough mana or materials.
The Mages guild teleporter service should be able to send you anywhere very specifically, for no charge, but only be available to high level members. No walk-ins off the street.
Intervention spells should be spells/effects associated with the Thaumaturgy and Daedric skills, involving the favor of the deity you consult. No connection to Mysticism.