What kind of spells do you want?

Post » Wed Aug 18, 2010 11:19 pm

There are over 80 different spells (or types of spells) in Skyrim. What should these spells do? Apart from the obvious, like shock, flare and frost, what else would you like to see?

  • A spell that blasts an opponent of their feet and cause them to fly back
  • Telekinesis - you should be able to lift everything from a peddle to a person
  • There should be a greater variety of summoning skills
  • Manipulate a person's mind (get more gold, access to certain areas, etc)
  • Freeze a person in place (not frost)
  • Drain someone's health, magicka, fatigue


Anything else?
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Nancy RIP
 
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Post » Wed Aug 18, 2010 1:23 pm

Everything you mentioned (most of which were in Oblivion and Morrowind), everything in Oblivion, levitation, and the dragonshouts. Then I am content.
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BrEezy Baby
 
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Post » Wed Aug 18, 2010 10:02 pm

More effects.

General types:
Druid spells like.
Animal / beast spells.
Polymorph / shape change spells.
Weapon enhancements or creation... ( flame blades, seed bombs, bonus to club damage, natural claw weapons. )
Plant control, shape grasses to entangle, make trees attack.
Earthquakes.
Chasms to swallow creature.
Lightning storms.
Fire storms.
Change the size of beasts and self, which boosts / removes stats.
Petrify.
Greater healing effects.
More beast summons and strong ones.
Stone / wood armour effects on skin.
Wind spells.
Poison effects.
Disease effects.
Teleport from plant growth to plant growth.. or scripted magic groves.
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brian adkins
 
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Post » Wed Aug 18, 2010 9:40 pm

L-L-L-Levitation!
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Mimi BC
 
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Post » Thu Aug 19, 2010 2:20 am

Thrust - new spell that replaces water walking, levitation, slowfall, and feather. It's a constant drain spell and you can think of it as a jet pack thruster you direct downward for increased buoyancy under water (enabling you to stay afloat if you're heavy). Effect increases with skill, and enables slow traversals over chasms but it's levitation (when skill is maxed) will never become levitation based "flying". For levitation, you're pretty much forced to direct all thrust downward by means of looking up. Its power when directed fully downward is: Encumbrance = Encumbrance - (2 * skill). Character weight is handled always, thrust works only for equipment. Height potential: player level / 10, so if you have maxed the skill by level 12, you can only gain 1.2 meter by levitation. 7.5 meter by level 75. IF you have zero encumbrance. So a 200-300 lbs fighter will never be able to use this for levitation, but will gain the buoyancy, feather, and slowfall effects. Want to reach that spot you think a treasure is hidden, the easy way by flying? Despite being a mage, you can pretty much forget about it at low skill and low levels. I believe this is what levitation was intended to be, rather than what it became in Morrowind.
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Alexander Lee
 
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Post » Thu Aug 19, 2010 1:07 am

levitation and necromancy
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Emzy Baby!
 
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Post » Wed Aug 18, 2010 3:25 pm

All d&d spells...


d&d ftw, but Skyrim > d&d
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Horror- Puppe
 
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Post » Wed Aug 18, 2010 7:36 pm

I Gust spell that knocks your target away. When set on self it blows back anything around you and when on target just sends out a gust of wind that blows the target/s back.

I'm just imagining the fun you could have with it. "Ooo, look at all the nice books and delicates on these shelves!" *WOOOOSH* "Awww, who's gonna clean all this up" or "BY AZURA BY AZURA BY..." *WOOOOOSH* right off a cliff.
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SexyPimpAss
 
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Post » Wed Aug 18, 2010 6:25 pm

Healing, curing, restoring, fortifying, resisting,.......and of course SLOWFALL.
Basically anything that keeps me alive.
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Nathan Barker
 
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Post » Wed Aug 18, 2010 5:36 pm

Script effect and Levitation
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Soraya Davy
 
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Post » Wed Aug 18, 2010 2:31 pm

Script effect and Levitation

What does script effect mean, I'm curious?
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Ruben Bernal
 
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Post » Wed Aug 18, 2010 2:56 pm

Everything in Oblivion and:
Magic Push (fly them off your face)
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Shae Munro
 
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Post » Wed Aug 18, 2010 4:14 pm

Decoy, disguise, levitation, polymorph, raise(necro), restore life(restoration), bound spear (lol), blind, summon golden saint/dark seducer. Those I would like to see.
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{Richies Mommy}
 
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Post » Thu Aug 19, 2010 12:08 am

I'd really like to see levitation again. Lock would be nice too, but maybe not as a spell effect on it's own?
It would be kinda cool if the open lock spell could lock doors at the same difficulty. Also some other nice spells would be blind and re-animate.
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suzan
 
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Post » Wed Aug 18, 2010 7:22 pm

What does script effect mean, I'm curious?

Spells that using scripts...how do i explain...like spell that force npc go to his home like him forgot something urgent (imagine cast this on a guard when he is on the watch),or spells that force NPC to eat something,or force NPC fall asleep...or i dont know...spell that changes wearther...and one 1k and more things...actually script spells is the most coolish spells IMO.
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Deon Knight
 
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Post » Thu Aug 19, 2010 12:20 am

i want warcries for melee characters
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Alister Scott
 
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Post » Wed Aug 18, 2010 7:46 pm

Telekineses could use a boost. I've never really found a good use for it in TES games
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Lily Something
 
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Post » Thu Aug 19, 2010 4:04 am

Sure, how about something original, or at least different (gasp here come the herretics ;) from TES. I'm pretty bored of fire, shock, poison, ice, boost/drain, etc.

I don't know if AD&D has copyrights, but at least there was some original thinking:
Balde Barrier
Bigby's Hand (force field)
Stinking Cloud (but I'm biased on that one)
Identify (cuz, we don't need to know what the magic items right away, right? There should be some guessing, right? )
Mirror Image
Blink
Even the plain old Magic Missle or Prismatic Spray.

Eh, at least the new spells look to have different animations :shrug: Probably all I can hope for, instead of different effects.
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Spooky Angel
 
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Post » Wed Aug 18, 2010 1:16 pm

What does script effect mean, I'm curious?

One of awesome features introduced in oblivion thats I really lack in Morrowind without MWSE
Scripted action applied after cast of an spell, best example is unique spells for Oblivion like Midas Magic
http://www.tesnexus.com/downloads/file.php?id=9562
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Michelle Smith
 
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Post » Wed Aug 18, 2010 2:28 pm

I want the spells back that didnt make it from Morrowind to Oblivion.
Leviation, slowfall, jump, lock, sanctuary, teleportation.
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Olga Xx
 
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Post » Wed Aug 18, 2010 12:22 pm

- A spell that makes ennemies fight each other, I know its been confirmed but I hope it works better than frenzy and that unlike frenzy it works on all type of ennemies!
- A shield spell that damages ennemies when they touch you
- An aoe version of the classic destruction spell (fire, frost, lightning) to damage multiple ennemies
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Stephanie I
 
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Post » Wed Aug 18, 2010 12:43 pm

All the Midas MagiC!
It's so nice, it changed my way of playing and extend a lot the basic arsenal you get in oblivion.
I also liked a lot the spell learning mechanism. You have to bring diffrents ingredients plus some kind of magical essence to create diffrents spells.
It's much more complicated than simply buying a spell but you deserve the spell you're getting at the end!

I hope to find those in Skyrim
The area spell like
Midas Cloud of Violence
Midas Entangle
Midas Holy Judgement

and also spell that pushes enemy like
Midas Force Push

I also liked Midas Ice Walk, Midas Prism Missiles and the Midas Summon Chest (a bit to easy to rely on but the idea of having a magic summonable chest is great)
http://www.tesnexus.com/downloads/file.php?id=9562

Also I liked that those Midas spell came with new visual effects, I hope that Skyrim will count more than just one animation per spell... Like 5 kind of explosion of fireblast, 5 kind of electric burst, 10 kind charm greenish cloud...
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sexy zara
 
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Post » Wed Aug 18, 2010 12:54 pm

GLIDE: (ALTERATION)
With all of these mountain ranges, what if you don't want to run all the way back down to the bottom when a more fun way exists? Even without Levitation, which I know they won't have, they could at least have GLIDE ... a spell that lets you fall rapidly, but not at full speed, as you sort of glide forward to the ground. You can then jump off the mountain and glide down way out into the terrain. Would a real thrill !

DRAGONSIGHT: (ALTERATION)
Pick a dragon within your field of view with this spell having been cast and suddenly you can see from the dragon's view as it soars around. The effect only lasts 3 seconds per level, and the affect is modified with a hazy border look to make it appear more mystical and less flight simulatorlike... So you can soar with the dragons! So you can get a view of Skyrim from the ... SKY. So you can experience what the dragon sees when it's burning down a village !

WILL OF THE SUMMONER: (CONJURATION)
You've already summoned a creature, but now, with this spell, you can take POSSESSION of that creature and take the battle to the badguys (or your enemies if you prefer) directly! You control the monster you summoned and use its inventory, stats, and abilities yourself. Now you as the Summoner, you can play as almost any monster in the game as you use your Will to overpower your creations. During this time, if your physical body (your real self) takes any new direct damage, you will lose control of the spell and revert back to your body, in which case the default monster A.I. takes back over.

SLAVE OF THE FIELD (CONJURATION):
You can summon one creature that exists apart from your immediate presence that you can put to work as a slave in certain fields designated by the game. The slave will work day in and day out until you Dismiss it, earning you a small stipend of pay from the field's owner for the cutting of hay or wheat, the chopping of wood, etc ... Each worker you generate and place in a field takes 20 permanent Magicka points to sustain, meaning your Magicka pool drops as long as you are sustaining them. It's like you lost those points permanently, until you Dismiss the creature. Each creature can earn between 50 and 100 gold per day in the fields, and if you are gone for a week and return, if you had 3 or 4 workers going, you'd have 350 to 700 gold per week waiting for you. Now you can actually use your Conjured minions to earn you some cash even when you're not there to govern them! You just became more awesome, Conjurer!

DRAGONFEAR: (ILLUSION)
You cast this on a foe, it sees you transform into a huge, giant dragon before its very eyes. This spell uses the spell engine for "Will of the Summoner" above to quickly project your view into the mind of the creature being attacked to show what "YOU" look like to the creature... it shows a horrifying vision of a huge dragon rearing up to breathe fire down upon them, and then your view returns to normal and you see the creature you are facing's eyes go very large, it begins to scream, point, and then either passes out from fear, or run away while simultaneously wetting itself. This spell is a one-time spell you save up and lock into a Quick-cast situation for times when you run low on Magicka. That means it doesn't take any Magicka directly from you now, but over the period of 24 hours, it takes 1 Magicka point per hour permanently as it stores the spell up for you. Then in combat, should you run out of options, you can Quickcast this spell and watch just about any enemy run away in fear, no matter how powerful, unless its another dragon of course. The most this spell draws from you is 18 HP, not the full 24 ... because its pulled over time, slowly, its more efficient in how its stored.

M'AIQ'S MAGIC MISSILES: (DESTRUCTION/ALTERATION)
You point your finger and from all four corners of the screen around your characters 1st person viewpoint comes shooting out 4 magical arrows made of dazzling sparks like fireworks. The sparking arrows veer out in a curving arc away from (and then back toward ) the enemy, finally encircling the enemy's body with a shower of sparks. Two of the arrows steal magicka and return to the caster (and as they strike you you hear energy infusing you and see a small ghostly flash), and the other two spin the enemy around in place 4 times in one second, finally leaving his back facing the caster, who (already knowing this result) rushes forward to try and plant a backstab using a dagger (already equipped in the other hand.) If successful, the mage gets double damage, or whatever the Backstab rules are by that time in the game's development. It only m'aiqs sense that this spell would leave the enemy confused, since M'aiq is a Liar after all, and would often leave any us all confused after talking with him.

DAGGERS OF DAGGERFALL: (DESTRUCTION)
A black portal opens above the enemy's head, sparking and popping like a horizontal Oblivion gate. Suddenly then,100 mystical knives rain down (fall) upon your enemy. The blades are mystical in nature, penetrating all armour like air. However, if the player has more than a certain level of Magicka in their pool, then the Magicka may try to repel the daggers on an individual basis, which each blade repelled sapping 1 Magicka point. Thus, this spell is very damaging to everyone in some way. If you're a warrior, you're pretty much toast unless you've got a lot of Hitpoints. And if you're a mage, you can survive, but your Magicka will be toast. This spell must be stored in advance and takes 24 hours to build up to its ready point. It cannot be cast on the fly. To use it, one would have to sacrifice a lot of Magicka that would be permanently lost until the spell is cast. More overall flexibilty, or less wild usefulness plus one awesome spell you never know when you'll need? Make your choice.

This is all for now, will think of something more later.
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Jinx Sykes
 
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Post » Wed Aug 18, 2010 6:39 pm

Sure, how about something original, or at least different (gasp here come the herretics ;) from TES. I'm pretty bored of fire, shock, poison, ice, boost/drain, etc.

I don't know if AD&D has copyrights, but at least there was some original thinking:
Balde Barrier
Bigby's Hand (force field)
Stinking Cloud (but I'm biased on that one)
Identify (cuz, we don't need to know what the magic items right away, right? There should be some guessing, right? )
Mirror Image
Blink
Even the plain old Magic Missle or Prismatic Spray.

Eh, at least the new spells look to have different animations :shrug: Probably all I can hope for, instead of different effects.


Copy right is both a boon and and a curse.
If AD&D copy rights any of it stuff it has to be original and named as such, Firestorm, charm, invisibility meteor storm is not copy protected.
As they're words that have uses beyond AD&D.
Their effects are vague and again common ideas in all fantasy / imagination.
Any spell which uses a named unique character in its name and has the exact same effect can be copy writed..
All you really have to do is change the name from Mordikains sword to forceblade, force sword, sword of force, force weapon.. etc.
Then implement it in a unique and self created rules system.
Example using the D20 current D&D system without greased palms would most deffinitely cause a game to be pulled.

What I find odd is that not as many companies seek to impose sanctions on games or media that make very close clones.
See the Games workshop Daemonette and Dragonages Desire Daemon.. and also the Doctor Who Giant alien spider woman..
The first two or so close in looks and implemenation, Dr Who's spider looked exactly like them in the torso..
A member of GW's team made a Spider spawn model years back before the Dr Who episode.. again they could have been clones.

So I'd think a lot is copywrited and protected even under the lose rules of specific names and unique creatures.
However no company can protect or is willing to protect every asset.
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Maeva
 
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Post » Thu Aug 19, 2010 3:22 am

There aren't any spells I specifically want, except maybe like a blizzard/storm spell, but I hope the spells in general are more focused and actually seem like they belong to 'schools'. It was overwhelming and cluttered in oblivion and morrowind with all the different variations of spells, like tons of different charm spells etc. Just have one charm spell which becomes more potent as your skill in that school of magic increases.
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James Shaw
 
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