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The Lost Art of Mysticism (WIP/Planned)


shaynethecoker

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Ever since Bethesda showed off their game jam at DICE (and before that, there had been speculation before the game's release), I've been thinking about spell combinations. The more I thought about it, the more elegant it seemed, the more I wanted to see it done, and done properly. Not just from a gameplay perspective mind you, but from a lore perspective. These combinations fill something that I consider to be lacking from the game: Mysticism.

 

For those of you not familiar with the previous two games (which is very few I hope), Mysticism magic has always been something of a mystery and a controversy within the Elder Scrolls. Even within the game lore, no one was ever quite sure how the magic worked, or if it should be considered its own type of magic at all. Nothing demonstrates this better than the fact that it has been removed from Skyrim entirely; however, between previous games saw large numbers of spells jump between it and other schools, and both in Oblivion and Morrowind you could find in-game books pondering its odd properties and debating over how to classify it and its various spells.

 

This is where spell combining comes in. Mysticism never really was its own type of magic. It was rather the unique results of combining different schools.

From a modding perspective, this presents a logical framework and lays down the laws that will govern the art.

 

A brief overview of the mod as I plan to do it:

 

Add several unique spells

  • some returning from previous games
  • some unique spells (or returning w/ a twist)
  • useful but never over-powered

Add new spellcasting mechanic

  • combine the properties of two spells, one cast from each hand at the same time
  • ALWAYS made up of spells from different schools
    (if a spell is WHOLLY governed by one school, it should just fall under that school)
  • costs based on component spells*
  • perks and ease casting (more on this later) based on governing schools*
    *can be overridden by nature of result

Add a layer of fun and challenge

  • only have to learn the components to cast the combination, but don't expect it to come easy
  • some combinations are more powerful then their components, and some less
    costs will reflect this
  • based off dual-casting so combos will take longer, but are affected by (potentially) double the perks
  • miscasting under certain circumstances
  • miscast chance based off of skill in both governing schools

 

This is designed to add the magic system, offering more freedom but also more challenge. It's magic combat along the same lines as what Duel or Deadly Combat do for the melee combat system, or Arrow Tweaks does for marksman. It is my intention to make the gameplay both streamlined and nuanced. If the system seems a little cumbersome, then you don't have to use it.

 

Here's a working list of all the new and returning spells:

  • Reflect, Elemental Shield, Force, Soul Arrow, Elemental Weapon,
    Holy Weapon, Drain (Health, Stamina and Magicka versions), Sound, Silence,
    Feather, Dequip, and POSSIBLY Mark/Recall, Divine Intervention,
    Bound Shield/Armor (though aside from aesthetics there's not really a point)

Note that some spells will have different versions based on the components, ex. a spell based off a destructive element could have a spray or a projectile version.

The names purposely don't always do their effects justice.

 

Also, I've done some work trying to balance the whole thing and give each school combination at least one spell. There will be a book in-game that backs up the lore and teaches some combos, but I'm not going to tell most of the recipes outright ( A. I'm still working on them, B. the idea is to experiment and find them out, and C. some should be obvious and easy to obtain... others not so much). However, there shouldn't be any harm telling players where to start, so here's the working list of component spells:

 

Alteration

  • light spells
  • telekinesis
  • paralyze

Conjuration

  • bound weapon
  • soul trap
  • conjure familiar

Destruction

  • elemental spray/projectile
  • elemental rune

Illusion

  • invisibility
  • influence spells
  • muffle

Restoration

  • heal
  • ward
  • turn undead

 

Keep in mind that this is still in the planning stage. I'm working on adding the spells to the game and making sure they work, then I'll work on the actual combinations.

Stay tuned.

Edited by shaynethecoker
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Hi shaynethecoker, very original idea! Since I always play a mage character, I look for added depth to the class... sorta like alchemy but with spells. I look forward to seeing this.

 

-Sollar

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