The 85 spells (if they meant actual spells)

Post » Fri Sep 16, 2011 3:51 pm

We heard there is around 85 spells in Skyrim so I did a bit of research and I think I've got it..


Destruction 24:
- Fire spells = 5
- Frost spells = 5
- Shock spells = 5
- (target, touch, circle, stream, aoe)
- Damage (health, magic, stamina) = 3
- Drain (health, magic, stamina) = 3
- Drain skill (highest skill) = 1
- Weakness (elemental, weapon) = 2


Illusion 12:
- calm, frenzy, rally, demoralize = 4
- command creature, humanoid = 2
- invisibility, chameleon = 2
- light, night eye, silence, charm = 4


Alteration 12:
- feather, burden, paralysis = 3
- elemental shield, shield = 2x2 (for others) = 4
- water walk, breathe = 2
- telekinesis, detect, open = 3


Restoration 21:
- absorb (health, magic, stamina) = 3
- fortify (health, magic, stamina) = 3
- heal self, other = 2
- restore stamina self, other = 2
- restore magicka other = 1
- dispel (offensive, deffensive) = 2
- cure (disease, poison, paralysis) = 3
- turn (undead, circle) = 2

- resist renamed ward with perks for reflect spell (magic) and damage (weapon)
- magic, weapon, spell (absorb) = 3


Conjuration 16
- bound bow, dagger, axe, mace, sword = 5
- bound armor (upgradable), shield = 2
- soul trap, reanimate = 2

Summon spells are probably leveled and there are about 7 of them
- skeleton as one spell (normal, guardian, hero, champion)
- zombie (normal, headless, dread)
- ghost (normal, new, lich)
- wraith (faded, normal, gloom)

As for deadra probably
- atronach (fire, frost, storm)
- creatures (clanfear, daedroth, spider)
- deadra (scamp, dremora, xivial)


Total 85


So what do you think??
I removed absorb skill and fortify skill, leveling conjuration types (otherwise over 30 spells just in conjuration)..


EDIT: reflect is now a perk and removed resist element from resto (elemental shield in alteration). This allowed for one more fire, frost, shock spell

EDIT 2:
- ward disease, poison, paralysis (-3) removed, use cure instead
- added drain highest skill (+1), shield other and elemental shield other (+2), burden (+1)
- bound armor starts with curaiss = helmet, gloves and boots added at higher ranks (-3)
- removed restore magicka self(-1), added restore fatigue other (+1), restore magicka other (+1), heal other (+1)
- summon deadra now one upgrading spell (scamp, dremora, xivial) (-1)
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Haley Merkley
 
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Post » Sat Sep 17, 2011 3:24 am

Looking at the list I hope they actually meant 85 spell effects and not 85 spells..

Me too... sort of worried now thanks.
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Rozlyn Robinson
 
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Post » Fri Sep 16, 2011 12:54 pm

I have to say for destruction under weakness i would add a few one for weapon then maybe fire, frost, shock i think thats it
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Sabrina Steige
 
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Post » Fri Sep 16, 2011 12:22 pm

Only 85 actual spells seems illogical, considering the different spell effects that were already in Oblivion. Your addition seems pretty correct to me. I hope it's congruent with Bethesda's.
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Heather M
 
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Post » Fri Sep 16, 2011 11:13 am

Reflect spell and reflect damage better be in as spells.

Imma be so pissed if they're not. So pissed.
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Zoe Ratcliffe
 
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Post » Fri Sep 16, 2011 11:09 pm

Sadly, they mean 85 spells.
The removal of spellmaking equals the removal of magic from TES.
We will just have to get used to magic now having none of its former glory or uniqueness and just hope that the generic pre-made spells are very, very well designed. If they are not and we get things like finger of the mountain, mages are screwed.
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Paul Rice
 
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Post » Sat Sep 17, 2011 3:31 am

My impression was that there will be exactly one spell for every effect. Also, a restore magic spell makes perfect sense ;-)
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Danielle Brown
 
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Post » Fri Sep 16, 2011 2:26 pm

We'll probably not have all those effects you said. Even then, each effect only needs one spell. So it's pretty much the same thing. However, destruction will probably be the only spell school where this is not true.
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kitten maciver
 
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Post » Sat Sep 17, 2011 1:00 am

.
The removal of spellmaking equals the removal of magic from TES.


You aaalways repeat that and I don't really get it.
Must I suppose that any other franchise that doesn't have spellmaking, therefore, doesn't have magic?

About the OP, there are effects/spells lacking, in the list. Though you have made a good work, there.
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kyle pinchen
 
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Post » Sat Sep 17, 2011 3:03 am

Good job OP - looking at that list shows just how many spell effects there were in Oblivion. I'd be extremely disappointed if there's only 1 spell per effect, and extremely surprised too. That would mean relying entirely on your Destruction skill to raise the spell's damage, and then relying on perks to make fire spells more powerful than frost, for example...

There's still a lot of scope for progression and development, but I'd still be surprised if there's only 85 actual spells.
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loste juliana
 
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Post » Fri Sep 16, 2011 11:18 pm

There are 85 spells, not effects. The OP is quite close to what I suspect will be there in the actual game.

In any case, the spells increase in strength so the fireball you started with is the one you use to fight Alduin. If you factor in the different ways you can cast a spell (one-handed, one-handed charge, two-handed, two-handed charge) there can still be significant variety in magic.

For example, it could easily be made so a one-handed shield spell that blocks damage using magicka also gains a reflect damage component when used two-handed.
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Danial Zachery
 
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Post » Sat Sep 17, 2011 12:04 am

Your forgetting one major factor in the spell list there, PERKS ! I also imagine that Beth will remove or combine the functionality of a lot of those effects and come up with completely new effects (clairvoyance being one of them). We're in for a treat me thinks ;)

The spells we learn will undoubtedly evolve, enhance in some way with the perks which will add a great deal of depth than before.
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Alina loves Alexandra
 
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Post » Fri Sep 16, 2011 11:46 pm

In any case, the spells increase in strength so the fireball you started with is the one you use to fight Alduin. If you factor in the different ways you can cast a spell (one-handed, one-handed charge, two-handed, two-handed charge) there can still be significant variety in magic.


If that is the case, I'm extremely happy.

The lack of this is why I always though that the Magic system in TES was a little bit... crappy (though in Morrowind I played as a Battlemage as the melee system was frustrating, sometimes). If I'm a mage that can throw a fireball that makes 15 damage, why can't I throw a fireball that makes 100, damage, if I have tons of Magicka and I master Destruction? No, I have to go to see a guy and pay him to learn another spell... or probably I can't do that, as the spells sold by NPCs turn useless soon. So I have to make a spell myself.

But, if spells progress as you do, I understand why spellmaking is out, then. If it's like that, now magic is going to be really fun for the first time, for me.
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David John Hunter
 
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Post » Fri Sep 16, 2011 11:37 pm

You all might not think this, but I think their approach to magic is quite clearly a good one. I know it was fun in the other TES to do magic creation, but this time I think it's closer to how
we wish we could. Will and desire - rather than calculation, magic was never ment to be about numbers and I think Bethesda have made a great choice in trying, at least, to make it feel like creative freedom for magic... ice in one hand, electric in the other - massively different in character to the idea of fire in one hand and clairvoyance in the other.

I think what beth are going for here is brave, and I think they're going for an artistic feel for magic, so that you feel asif those powers can be called at your will. Remember imagining you were magic as a kid? (or still for some of you live rpers). It's not about calculating things, it's about the imagination of energy circling your hands as you charge a ball of ______ ready for your enemy to experience terror.
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Undisclosed Desires
 
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Post » Fri Sep 16, 2011 3:22 pm

There are 85 spells, not effects. The OP is quite close to what I suspect will be there in the actual game.

In any case, the spells increase in strength so the fireball you started with is the one you use to fight Alduin. If you factor in the different ways you can cast a spell (one-handed, one-handed charge, two-handed, two-handed charge) there can still be significant variety in magic.

For example, it could easily be made so a one-handed shield spell that blocks damage using magicka also gains a reflect damage component when used two-handed.


In the post above this one I said I'd be disappointed with just 85 spells - but in one post you've managed to completely change my mind. When you look at it from this perspective it's a much better system, and makes much more sense - as WiselWiselman said why should a mage be capable of casting a 15 damage fireball, but incapable of figuring out how to cast a 100 damage one without needing to buy the ability? Now magic spells increase in effectiveness as the player gets stronger, just as weapon skills do. It makes far more sense for a mage to cast stronger fireballs as they get more practised at using destruction magic..

My one slight remaining disappointment is that you can't combine spell effects using this system - so no more "Elemental Blast" for my Argonian mage, which was a fire-frost-shock spell of mega-death-and-destruction. On the flipside, though, we can have different spells in each hand, which solves most of that problem. And there's bound to be some interesting destruction perks.
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^_^
 
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Post » Sat Sep 17, 2011 2:48 am

My one slight remaining disappointment is that you can't combine spell effects using this system - so no more "Elemental Blast" for my Argonian mage, which was a fire-frost-shock spell of mega-death-and-destruction. On the flipside, though, we can have different spells in each hand, which solves most of that problem. And there's bound to be some interesting destruction perks.


That was somthing that concerned me, too, but with the dual-wielding spells and the favourites menus, it shouldn't be hard to do something similar. In addition, the new ways of casting spells (aoe and Runes) open more possibilities.
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meg knight
 
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Post » Fri Sep 16, 2011 2:34 pm

This is a good thread. I'm not really a magic person,but i will do a mage at some point. Anyway,the reason i like this thread is not just because it's positive,but because people are actually thinking about things rather than plain bashing them ,without thinking. This is what it should be like in my opinion.

I'm looking forward to the magic system. My first playthrough/love though is stealth/ranger types.....But magic has got my attention,that's for sure. :)
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X(S.a.R.a.H)X
 
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Post » Fri Sep 16, 2011 4:01 pm

Destruction seems to have been cut a bit. I'll miss the disintegrate armor/weapon spells.
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Auguste Bartholdi
 
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Post » Sat Sep 17, 2011 2:39 am

I'd say there are more Sommon creature spells, take out the groups you have. group them all under summon undead and add in summon creautre (wolf, bear, etc.)
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Rich O'Brien
 
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Post » Fri Sep 16, 2011 7:04 pm

Maybe there are only 85 spells, but spells are much more dynamic now. For example, you can have a fireball spell in your left hand and fire it at a creature, hold it and fire it, and combine it with even more damange with a fireball spell in your right hand. That is 3 different ways you can use a fireball spell.
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Mandi Norton
 
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Post » Fri Sep 16, 2011 3:56 pm

Sadly, they mean 85 spells.
The removal of spellmaking equals the removal of magic from TES.
We will just have to get used to magic now having none of its former glory or uniqueness and just hope that the generic pre-made spells are very, very well designed. If they are not and we get things like finger of the mountain, mages are screwed.


Unfortunately, this statement makes sense when Skyrim is taken into account.

The Nords are a primarily Warrior culture. Their focus on Honoarble Battle/Death-in-Battle plus their Ancestor Reverence (much like the Dunmer) leads them to not value magic much as a cultural identity. Sure, like the RL Gothi/Gothia from Norse Society, they do have a place for magic in their culture, as well as a fair number of practitioners. However those individuals are viewed most often as the few wise-men/women, but still looked upon with suspicion.

So it makes sense that magic would be taking a secondary role in Skyrim. I'd imagine that if we have an Elder Scrolls based in the Somerset Isles (Aldmeri Dominion now I guess...), that magic would be an over-riding theme, and physical combat would be secondary.

As crappy as that realization is, it does make sense given that societal area of Tamriel that we are going to be foraging new paths through.

:)
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Liv Staff
 
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Post » Fri Sep 16, 2011 11:04 pm

The fact that with this new spell system you can "charge" or at least "channel" spells is something a lot of people miss. In addition, spells have become more characteristic, rather than having a fire effect that you can cast on touch or on target, you now have a fire spell that works as a flamethrower. This flamethrowing is most likely unique to the fire effect, a frost or shock spell will have a different "kind" of range. It seems to me that's how it will be, so I think the list in the OP is too close to Oblivion. Spell effects will be more unique in their mechanics.

Sadly, they mean 85 spells.
The removal of spellmaking equals the removal of magic from TES.
We will just have to get used to magic now having none of its former glory or uniqueness and just hope that the generic pre-made spells are very, very well designed. If they are not and we get things like finger of the mountain, mages are screwed.


This post just screams 'ignorance'.

The main reason why spell making was important in Oblivion was due to the static Magnitude and Range of spells. In this new system the spells scale up with your proficiency in that magic school and probably with your total amount of Magicka, plus you can charge/channel them. You can also equip two spell effects at the same time in Skyrim.

The dynamic in Magic has been transferred from spell making to on-the-fly choices of the player. The dynamic is not lost as some people presume, I think most critics will be pleasantly surprised once they realize what they receive in exchange.
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FITTAS
 
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Post » Fri Sep 16, 2011 4:52 pm

The fact that with this new spell system you can "charge" or at least "channel" spells is something a lot of people miss. In addition, spells have become more characteristic, rather than having a fire effect that you can cast on touch or on target, you now have a fire spell that works as a flamethrower. This flamethrowing is most likely unique to the fire effect, a frost or shock spell will have a different "kind" of range. It seems to me that's how it will be, so I think the list in the OP is too close to Oblivion. Spell effects will be more unique in their mechanics.



This post just screams 'ignorance'.

The main reason why spell making was important in Oblivion was due to the static Magnitude and Range of spells. In this new system the spells scale up with your proficiency in that magic school and probably with your total amount of Magicka, plus you can charge/channel them. You can also equip two spell effects at the same time in Skyrim.

The dynamic in Magic has been transferred from spell making to on-the-fly choices of the player. The dynamic is not lost as some people presume, I think most critics will be pleasantly surprised once they realize what they receive in exchange.


I guess that my only real wish for magic in Skyrim is hoping that Night Eye makes a comeback... I loved that spell...

So did my Assassins.

;)
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Karine laverre
 
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Post » Sat Sep 17, 2011 1:31 am

These are SPELLS not spell effects, Spell effect is Fire Damage, there is no spell that says fire damge, but 3 so far that use flamethrower(learned), Fireball(learned) and AOE blast (learned) from Tombs and and NPC's when you learn a spell it says SPELL LEARNED not SPELL EFFECT LEARNED, thats it.
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Jason White
 
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Post » Fri Sep 16, 2011 7:51 pm

Also you have to take into account we have new magic so to speak in this game dragon shouts. So between stream lining and making the spell system more dymanic think we will have things covered, At-least I hp[r/
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Neko Jenny
 
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