- I'd like to see spells with a "slider" to control their power. As your skills improved, you could boost the power of the spell at the cost of buring more magicka. If you raised it beyond your current skill level, there could be some risk of failure or even backfire, but you could play it 100% safe if you wanted.
This is an awesome suggestion with maybe a mix of what adams said about having the actual spell level rise.
Using a ratchet and clank type weapon/armor/power leveling would give players an option to stick with the things that they want to keep rather then having to throw away their favorite weapon for the deadric equivalent. With the magic slider system you could chose how powerful your spell was but you could have the magic start to eat your stamina quickly and eventually your health reserves if you didn't have enough mana reserve. That way you can also keep your spell inventory clean and simple rather then having a hugh list of spells to go though that all do the same thing.
The spell slider could look something like this.
Power 1-100
Magnitude 1-100
Frequency 1-100
Spread 1-100
distance 1-100
Power effects base damage.
Magnitude effects how big the shot is.
Frequency effects how many shots go off at once.
Spread effects whether a shot becomes a flamethrower or a single shot
Distance effects how far the magic can go.
all of these could effect the amount of mana used in really cool ways. For instance I want to summon a fire ball which does 2 damage but I only want it to hit one person and I want 20 small fireballs to go off when I release the spell I don't want any spread and my distance is 50 feet away. Since five is a small amount the mana cost is low but technically I am firing the same spell 20 times at once. So using it makes 20 small fireballs erupt from my hand and hit like a machine gun (if they all hit) the damage would be 40. Mana would cost more and more with the higher effects you place on a spell making it impossible to turn all the sliders all the way up and break the system. But I would see a high level mage being able to crank the machine gun anology with a damage of 5 or 10 and using the same equivalent energy putout as the low level mage using the base 2 damage.
Also if you gave fire its own slider and had the school of fire magic the more you used fire the better you can utilize the fire spell. Hence leveling your skill set ratchet and clank style.
The reason the system is more interesting is it gives players creative control with their spells. It simplifies the spell list. It creates a deeper magic system with consequence to using high level magic. Offering different visuals according to magnitude and spread offer something we have never seen in TES with visual variability with spells(instead of the same fire ball doing different damage with no visual reason why).
There are improvements to this that can be made easily and this is just off the top of my head so far and I have not gone in depth with any numbers so it might be unbalanced at the moment. But I feel its a hugh improvement to what is already in place. (speaking of which in an off topic question what is the best game that utilizes magic in a first or third person view? specifically for the magic system as a reference.)