From the Nerdtrek podcast with Todd;
'The thing that we DON’T like about the previous systems that we’ve done, is it becomes very “spread-sheety.” It takes the magic out of magic. There’s a bigger emphasis (in Skyrim) on how the magic physically acts. Just a spell like fire; there are different spells for how the fire moves. Like putting down a rune that explodes when you walk over it. Or fire you can spray that lingers on the ground, like you’re spraying a wall, and you can spray the ceiling. Or fire that travels like a flamethrower out of your hands. Or a fireball that you charge up and throw and it explodes at a distance. So our main goal is to make magic feel like this arcane powerful thing. And once it goes into a spreadsheet in the game where you can just say I want something at this distance and this power, it removes the illusion of like how this stuff actually works. So we have some ideas of ways around that, but we don’t know where those are going to go yet.'
I like this sense of mystery. And the idea that these spells can have exciting scripted effects that, at higher levels, I imagine will have far more awe-inspiring effects worthy of powerful mage (I always hated the way my 100 damage asskicking firestorm looked exactly the same as my level 1 apprentice sparkspell I toasted mudcrabs with.)
On the other hand, the Elder Scrolls is all about freeform play in an open world - and I always felt the crazy combinations you could concoct yourself were a part of that. The strategic options spellmaking offers you are diverse. But then again, the spells Todd describes in the interview feel like they could make gameplay more varied than me mixing up effects on spreadsheet. I guess set spells will be much easier to balance gameplaywise for Beth too.
It seems like at the time I write this, Beth may not have settled one way or the other on spellmaking yet. So what are y'alls thoughts on it?