Just like anywhere else on the forums, productive posts or no posts, please

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I love using magic in Skyrim, but there are some glaring holes in the system that have not been addressed yet.
The following is a list of suggestions that has either already existed within TES or would be logically coherent with the magic already in place.
Illusion:
This school is pretty awesome as it stands, and the perks are all extremely useful. For the most part, I commend Bethesda on their work here. It's arguable that Command Creature and Command Humanoid would have been good additions, but also arguable that those spells/effects would have undermined the potentials of the Animal Allegiance shout and the Bosmer greater power, though neither of those apply to creatures (e.g. trolls) or NPCs. Else than that, this school is wonderful.
Conjuration:
I've seen it argued that we don't have enough summons in Skyrim, but I'm not sure whether to agree. Insofar as having spriggans and spriggan matrons, yes, I would love that, but what other creatures would be good candidates? The fact that we have elemental atronachs as always, powerful Dremora lords, and can raise just about any undead in the game (outside of dragons, mammoths and giants, the latter two of whom can be raised with the Ritual stone) is more than enough for me.
I wouldn't so much add to Conjuration as I would improve it. The atronachs have little in the way of AOE magic--the Flame Atronach has to die before she lets out an AOE fire spell (something of a self-destruct), the Frost Atronach has no magic and uses ground-pound with an AOE effect, and the Storm Atronach doesn't even have Chain Lightning.
Personally, I would like to see the atronachs given a good AOE spell upon receiving the Elemental Potency perk. That would go a long way towards making them more powerful--dealing the same damage as one of their normal on-target attacks, but to multiple targets.
Furthermore, I'd really love to see something set apart the atronach thralls from regular summons, something which would give me a reason to go through the trouble of preparing with them as opposed to quickly summoning a pair of equal-strength atronachs who won't have pathfinding issues over miles of adventuring. Giving the thralls access to the master level Destruction spell of their element would be a great addition.
Lastly (at least in Conjuration), perhaps it would be nice if the atronachs could absorb their element, but I'm not sure how balanced that'd be--the atronachs already distract enemies well enough that I can fire off master level spells in the first place, and a pair of Frost Atronachs healing in a Blizzard would be terrifying and possibly overpowered.
Destruction:
Destruction is another school (just like the above two) that is done extremely well, but is missing some things that are either already canon or would be very cohesive with the current system (or both).
Right off the bat, I'll say that Destruction is missing Weakness to [Element] and Weakness to Magic. Currently, those only exist as poison effects (as well as Weakness to Poison, but more on that later), which makes the use of these effects a hassle. You have little choice:
Firstly, you must use Destruction and Alchemy. Either that, or you must rely on money and luck to find or buy poisons, scrolls and staves...and I don't think anyone wants their combat efficiency to be based wholly on luck and their wallet. Secondly, you must have weapons or sufficient Pickpocket or Conjuration (to conjure weapons) skill in order to apply poisons, and I personally am not too fond of such restrictions.
Destruction magic is, therefore, certainly missing Weakness to [Element] and Weakness to Magic effects. Weakness to Poison might be nice, too, but a non-elemental Damage Health spell would be a great addition. Of course, all of these need to come in on-target and AOE versions, with Damage Health possibly having a master-level variant.
Restoration:
A powerful school with some obvious flaws. Firstly, there exist no expert-level ward spell. I would imagine that an expert level ward that followed the established trend would have a power of 100 points of spell damage reduction and armor rating increase, but apparently it wasn't obvious enough (or perhaps Beth thought of it, only to scrap the idea for being overpowered). I, personally, do not think that would be overpowered.
A master level ward would be nice, too, but given the animation of master spells, perhaps it would erect a barrier instead. Even better, if Guardian Circle protected against enemy spells and increased one's armor rating by, say, 150, then it would really be a force to be reckoned with and a very attractive reason to master Restoration (because who honestly needs 300 points of healing in one cast?) without being overpowered, in my opinion.
Alteration:
This is the school I think is missing the most. What Alteration is obviously lacking is armor spells you can give to targets (followers/summons), and maybe even an AOE armor spell that works like Grand Healing. Water Walking would be nice, too, and I imagine that Mark and Recall would logically fall under Alteration (and that combo certainly has its loving fans). The latter three spells aren't absolutely necessary, but a way to armor your allies with magic is imperative, I would say.
Thoughts? Discuss!
