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The Ideal Magic System For Elder Scrolls 6


creepermin3

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I feel the ideal magic system for The Elder Scrolls 6 for me would be if Bethesda mixed the magic system from Oblivion and Skyrim while also adding elements from the magic systems of various Minecraft magic mods such as Thaumcraft, Equivalent Exchange II, Blood Magic, Witchery, Ars Magica, Botania, and Embers, In short I'm asking for things like research, arcane experiments, buildable magic machines, step by step rituals, craftable magic items like the Talisman Of Repair from Equivalent Exchange just for example, creating magic items like voodoo dolls that can subtly effect others from a distance, summoning bosses to further your research, and making deals with powerful entities.
These mixed with Oblivion's magic system ie spellcrafting, being able to cast spells with weapons already in your hand, the more in depth alchemy system, and the numerous variety of spells plus Skyrim's magic system ie, dual wielding spells, staff enchanting, and magic spider crafting would take feeling like a real wizard to a whole new level.
Plus it's not like the magic systems of the mods wouldn't fit in the lore of the Elder Scrolls, A lot of the stuff i just mentioned has been alluded to in the lore many times such as the Dwarven and Ayleid machines, Sotha Sil's... well basically everything Sotha Sil did, pretty much the day to day life of the major magic based factions in the series such as the mage's guild and the telvanni, the numerous magic booby traps you find in skyrim, speaking of those booby traps that little ring of soul gems Ildari had that created an Ash Guardian before you went up to fight her, and the existence of Golems and Homunculi, they were just either never implemented in gameplay or you could only observe them or just fetch the materials needed, also they could provide a reason to bring back old schools of magic such as mysticism, and thaumaturgy and add ones we heard of but never got to use ie shadow magic, divination, and nature magic.

I can definitely see the Minecraft magic mod esque mechanics working in a sort of Frostcrag Spire like DLC where you could build your own wizard's tower, give it a name, and not have to go talk to some person to put furniture in your house, you could just make them your self, aswell as delve into all sorts of arcane research, and well everything I just said near the end of paragraph 1! What do you guys think and what would your ideal magic system be?

Edited by creepermin3
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The only vale i think Oblivion has is in the concept of Spellcrafting. Beyond that, it's magic system is basically rubbish and shouldn't even be considered.

 

It's late, and i don't really want to type it out, but the concept i've been playing with in terms of mechanics can be found Here, under Mechanics. It creates a foundation upon which you can fit in basically any sort of spell type you want, allowing you to cover the traditional Guild Schools, as well as a wide range of non-Guild magics such as Reachman Blood Magic, to Geomancy, to even some older spells like Passwall.

 

Now, building magical constructs is something else entirely... But Automaton for Fallout 4 has already given us the basic mechanical tools to see what can be done there, so i don't think it would be too complicated an idea.

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