» 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.