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SUGGESTIONS:

Magic

The player may have up to four spells / special abilities equipped at once, by utilising the triggers and bumpers on the X-Box controllers / relevant keys on keyboard. This is particularly useful when balancing your character between offensive / defensive magic and attacking with a weapon with thrusting and slashing attacks in the other hand. It may also be combined with a generous 16 favourites via the D-Pad (refer CONTROLS) for even further flexibility.

 

LEARNING SPELLS:

Magic spells are learned from skill books and trainers. This means the player must explore to discover new spells, rather than lazily purchase them from vendors in towns. One may learn a limited amount of spells directly from trainers per level of the Intellect attribute. It is also possible to forget or relegate spells you no longer have use for.

 

HEALING:

The restorative effect of healing spells is more gradual to provide a better challenge in combat. The healing properties of healing spells and health reserves (see Health, Magicka and Stamina) may not be combined. In other words, there is a limit to how quickly the player can heal.

 

NEW SPELLS:

 

Alteration:

  • Battle Fury: The caster enchants the weapons of companions, allowing them to attack faster. [Area spell]

  • Command Weather: The caster can alter the weather patterns in the nearby area, which can be used to bring rain to barren crops or cool arid deserts. [24 hour cool-down]

  • Elemental Fury: Imbues the caster's arms with the speed of wind, allowing for faster weapon strikes.

  • Ethereal Form: The caster changes form to one that cannot harm, or be harmed.

  • Feather: Temporarily fortifies carry weight.

  • Float: Allows the caster to jump magnitudes higher than normal.

  • Grow: Regrows a picked alchemical ingredient once in the crop's natural growth cycle.

  • Mark / Recall: The Mark spell casts a mysterious glyph at the caster's feet. The Recall spell teleports the caster to that marked location instantly. Mark cannot be used to trespass and Recall cannot be used during combat.

  • Pull: Draws an enemy towards the caster. Effective for reigning in fleeing enemies or tactically positioned archers, or sending an opponent plummeting from a high ledge.

  • Push: Forces a target away from the caster. A low level spell will stagger the target, while a high-level spell will violently launch the target through the air. There is a chance to disarm the target and knock off helmets and shields.

  • Slow Fall: The caster falls slower, reducing damage from high drops.

  • Water Walking: Allows the caster to walk on water.

  • Whirlwind Sprint: The caster rushes forwards in a blur of speed.

 

Conjuration:

  • Summoning: Conjure a wider variety of Familiars (most creatures) and Dremora.

  • Bound Debris: Conjure an obstacle, such as a piece of masonry, from Oblivion to block narrow spaces like door openings for a limited time. Useful when fleeing enemies.

  • Bound Weapons: Conjures bound weapons that cover the new weapon types, such as Longbow, Thrusting / Slashing etc.

  • Portal: Conjures a portal through mundus which the player can traverse back and forth when cast in two separate locations. Only works within a limited distance and does not work across multiple cells. Useful for returning to a cavern entrance instantly or befuddling enemies in combat.

  • Possession: The caster possesses a reanimated undead target for 30 seconds.

  • Revive: Reanimates a humanoid corpse to fight alongside the player until destroyed. The target must have a lower level than the caster.

 

Destruction:

  • Blizzard: Conjures a mighty blizzard, with a chance of snap-freezing enemies. [Master-level, Concentration spell]

  • Cyclone: A whirling cyclone that sows chaos where the caster aims. Creates physics damage by flinging targets. [Master-level, Concentration spell]

  • Hellfire: Meteorites rain down, causing great fire damage in a certain area. [Master-level, Concentration spell]

  • Corrosion: Temporarily lowers an opponent's armour rating.

  • Ice Spike: A spike of ice that ignores some armour.

  • Imbue Flame / Frost / Lightning: Charges an unenchanted weapon with elemental energy.

  • Storm: The caster summons a dreadful lightning storm. [Master-level, Concentration spell]

  • Snap Freeze: Encases the target in a cocoon of ice for a short period. Differs from paralysis in that the effect lasts longer, but the ice breaks if the target is attacked. Can only be used once per target in combat.

 

Illusion:

  • Absorb Knowledge: When struck, the caster has a chance to learn an incoming spell of equal or lower Intellect level. The higher the disparity between the player's Intellect and the spell's level, the greater the chance. [Concentration spell]

  • Calm Animal: Soothes hostile beasts, who lose their desire to fight or flee.

  • Camouflage: The caster projects the form of an appropriate visual obstacle in front of them, dependent on location.

  • Despair: There is a chance that a target with a lower level than the player will commit suicide.

  • Distract: Creates a whisper where the caster is aiming. Good for distracting opponents.

  • Invisibility: Renders the caster invisible. [Concentration spell]

  • Mist: Projects a dense mist at ground level to obscure the caster. Effective when waylaid by superior numbers.

  • Slow Time: The caster perceives time slower for a few seconds.

 

Restoration:

  • Cure Disease: The spell is graded to cure low to high threat diseases.

  • Slow Poison: Slows the effects of poison for a limited time until an antidote can be found.

  • Ethereal Armour: Boosts armour rating temporarily. Essentially a re-branded version of the Armour Protection spells that once resided in the school of Alteration, I relocated them as I feel that any magic that protects the caster should exist in Restoration.

  • Reflection Ward: A ward that absorbs an equal or lesser incoming spell, allowing the player to recast that spell once by releasing the spell.

  • Ward: Parries are applicable to wards with a perk, which reduce ability cool-down of all equipped special abilities. Wards do not have a charge up period, acting almost instantly.

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