This System may be a bit complex, but it would create a Spell Creation system of sorts.
This introduces a new craftable item (Runic Focus), that takes up the offhand slot when using a staff. It can be made using the enchanting skill line.
When Prompted to create a Runic Focus, the player is presented with 4 rows of rune slots. The top row has room for an Aspect and a Potency Rune. The Aspect of this row controlling if the staff heals or deals elemental damage with a runic focus equipped, and the Potency Rune augments the Heavy Attack of the staff. The other three rows have the standard Potency Aspect Essence slots.
This is what type of effects you will expect to see when using a certain Aspect rune when creating the Runic Focus, if no aspect is chosen the light,heavy attacks, and skills will deal magic damage
Dakeipa - Frost
Your Light and Heavy attacks as well as your staff abilities deal Frost Damage where applicable
Deni - Stamina
Your Light and Heavy attacks deal Magic damage, and your Staff Abilities Heal where applicable and restore [x] stamina to healed allies (10 second cooldown)
Denima - Stamina Recovery
Your Light and Heavy attacks deal Magic damage, and your Staff Abilities Heal where applicable and give healed allies minor endurance for 5 seconds
Deteri - Armor
Your Light and Heavy attacks deal Magic damage, and your Staff Abilities Heal where applicable and grant healed allies minor Resolve
Hakeijo -Prismatic
Your Light and Heavy attacks deal Magic damage, and your Staff Abilities Heal where applicable and grant healed allies minor Fortitude,Intellect, and Endurance for 5 seconds (10 second cooldown)
Haoko - Disease
Your Light and Heavy attacks deal Disease damage, and your staff abilities deal Disease damage where applicable
Jaedi - Bash
Your Light and Heavy attacks deal Magic damage, and your staff abilities have a 10% chance of knocking an enemy off-balance
Kaderi - Shield
Your Light and Heavy attacks deal Magic damage, and your Staff Abilities Heal where applicable and grant healed allies a damage shield for 5 seconds (10 second cooldown)
Kuoko - Poison
Your Light and Heavy attacks deal Poison damage, and your staff abilities deal Poison damage where applicable
Lire - Crash to Desktop
Causes player creating Rune Focus to crash to desktop, cause screw edge cases.
Makderi - Spell Harm
Your Light and Heavy attacks deal reduced Oblivion damage, and your staff abilities deal reduced Oblivion damage where applicable
Makko - Magicka
Your Light and Heavy attacks deal Magic damage, and your Staff Abilities Heal where applicable and grant healed allies [x] magicka (10 sec cooldown)
Makkoma - Magicka Regen
Your Light and Heavy attacks deal Magic damage, and your Staff Abilities Heal where applicable and grant healed allies minor Intellect for 5 seconds
Meip - Shock
Your Light and Heavy attacks deal Shock damage, and your staff abilities deal Shock damage where applicable
Oko - Health
Your Light and Heavy attacks deal Magic damage, and your Staff Abilities Heal where applicable and grant healed allies [x] health (10 sec cooldown)
Okoma - Health Regen
Your Light and Heavy attacks deal Magic damage, and your Staff Abilities Heal where applicable and grant healed allies minor Fortitude for 5 seconds
Okori - Power
Your Light and Heavy Attacks deal Magic Damage, and your Staff Abilities Heal where applicable and grant healed allies 129 Spell and Weapon damage for 5 seconds (10 sec cooldown)
Oru - Alchemist
Your Light and Heavy attacks deal Magic damage, and your Staff Abilities Heal where applicable and reduce the potion cooldown of healed allies by 5 seconds (20 second cooldown)
Rakeipa - Fire
Your Light and Heavy attacks deal Fire damage, and your staff abilities deal Fire damage where applicable
Taderi - Physical Harm
Your Light and Heavy Attacks deal Physical Damage, and your Staff Abilities deal Physical damage where applicable (Think Concussion force type effects)
The Potency Runes will augment the heavy attacks of your staff, if no Potency rune is chosen, the staff will have the a normal heavy attack (which would now be a single projectile (standard ice/fire))
Additive - Heavy attacks are charged beams that deal damage while held (think regular lightning staff) to the target, but restores less magicka with each hit.
Subtractive - Heavy attacks are now Continuous DoTs that deal damage in area while held (think similar to the Fiery Breath particle effect and hitbox) but now consumes a small amount of magicka each tick.
So, those are the ways that the current enchantments would be used to 'create' the basis of your spell(s) and basic attacks
But how to map these, to abilities, while still having the majority of the aspects from the Destruction and Restoration Staff skill lines?
Staff Skill Line - Edit: warning is/will be long/longer
Mapping it requires similar skills to be merged. Thankfully, they share several similar abilities (in terms of AoE, damage/healing ticks, etc).
Wall of Elements - Blessing of Protection (same frontal box AoE)
Force Siphon - Weakness to Elements (Single Target Debuff)
Impulse - Grand Healing (Player Centered AoE)
Elemental Storm - Panacea (Targeted AoE DoT)
Destructive Touch - Steadfast Ward (Single Target effect)
The problems being Regeneration (multiTarget DoT) Force Shock(Single target Effect)
So, what skills do we need?
a Targeted AoE DoT ultimate
a Frontal AoE DoT
a Player Centered radial AoE
a Single Target Debuff
a Single Target Effect
which Leaves one skill slot left left open by the disparity of Regeneration and Force Shock
a middle ground could be a single Target DoT.
So, what to call the Staff Line skills?
Targeted AoE DoT Ultimate: Magicka Storm
Frontal AoE DoT: Magicka Wall
Player Centered Radial DoT: Magicka Burst
Single Target Debuff: Weaken
Single Target Effect: Focused Magic
Single Target DoT: Persistent Magicka
The names would change based on the element or if it heals. (apart from Weaken)
However, each of these skills would of course require two morphs, this will cover the base changes of the skills. healing and destructive staff versions would grab their respective effects from the dismantled skill line.
Ultimate: Magicka Storm
-Overflowing Magic (powerful bonus effect)
-Centered Storm (follows player with reduced effects)
Elemental Versions:
Dakeipa - Frost
Frost Storm - standard
-Frigid Storm - Always applies Chilled, reduced cost
-Cold Front - Follows player and slows enemies hit by 10%
Haoko - Disease
Diseased Ground
- Plagued Ground - Enemies hit by Plagued Ground are afflicted with Major Mangle for 5 seconds
- Plague Carrier - follows player and applies Minor Mangle to enemies for 5 seconds
Taderi - Physical Harm
Crushing Storm
- Gravity Crush - Always sets enemies off balance, deals 20% increased damage to knocked down enemies.
- Crushing Path - follows player and has a 10% chance of setting enemies off balance
Rakeipa - Fire
Fire Storm
-Firey Rage - Always Applies Burning, deals 15% more damage
-Trail Blazer - follows player and has a 10% chance of applying burning
Meip - Shock
Shock Storm
-Lightning Storm - reduced Size, increased duration, always applies concussed
-Shocking Path - follows player, 10% chance at applying concussed
Makderi - Spell Harm
Eye of Oblivion
-Grasp of Oblivion - Roots enemies for 5 seconds. increases damage taken of targets by 10%
-Gaze of Oblivion - Follows player and has a 10% chance to root.
Kuoko - Poison
Toxic Storm
-Toxic Rage - Always applies poisoned, enemies with Poison DoTs take an additional 15% damage
-Caustic Cloud - Follows player with a 10% chance to poison.
Healing Versions:
Deni - Stamina
Healing Spring
-Verdant Spring - Healed Allies gain 20% max stamina for 10 seconds and Minor Force
-Moving Spring - Follows player and healed allies gain 5% max stamina for 5 seconds
Denima - Stamina Recovery
Healing Spring
-Swift Spring - Healed Allies gain 20% stamina recovery and Minor Force for 10 seconds
- Moving Spring - Follows player and healed allies gain 5% stamina Recovery for 5 seconds
Deteri - Armor
Healing Springs
- Defended Spring - Healed Allies gain Major Resolve for 10 seconds and Minor Force for 10 seconds
- Moving Spring - Follows Player and healed Allies gain 1260 physical and spell resistances for 5 seconds
Hakeijo -Prismatic
Healing Spring
- Prismatic Spring - Healed Allies gain 10% max Magicka,Health, stamina, and Minor Force for 10 seconds
- Moving Spring - Follow player and healed allies gain 5% max stamina,health, and magicka for 5 seconds
Jaedi - Bash
Healing Springs
- Pushing Spring - Enemies inside the Targeted area are knocked down
- Moving Spring - Follows player and has a 10% chance of knocking enemies down
Kaderi - Shield
Healing Springs
- Protected Spring - Healed allies gain a damage shield for 5 seconds (5 second cooldown) and Minor Force
- Moving Spring - Follow the player and healed allies gain a damage shield for 10 seconds (10 second cooldown)
Makko - Magicka
Healing Springs
- Azure Spring - Healed allies gain 20% max magicka for 10 seconds and Minor Force
- Moving Spring - Follows the player and healed allies gain 5% max magicka for 5 seconds
Oru - Alchemist
Healing Springs
- Clever Spring - Healed allies are restored 10% max Magicka,Health, and Stamina (6 second cooldown)
- Moving Spring - Follows player and healed allies are restored 2% max Health,Magicka, and Stamina (10 sec cooldown)
Okori - Power
Healing Springs
- Deadly Spring - Healed Allies gain Major Force for 6 seconds
- Moving Spring - Follows player and healed allies gain Minor Force for 6 seconds
Okoma - Health Regen
Healing Springs
- Resting Spring - Healed Allies gain 20% health recovery for 10 seconds
- Moving Spring - Follows player and healed allies gain 5% health recovery for 6 seconds
Oko - Health
Healing Springs
- Hardy Spring - Healed Allies gain 20% max Health for 10 seconds
- Moving Spring - Follows player and healed allies gain 5% max health for 6 seconds
Makkoma - Magicka Regen
Healing Springs
- Spiritual Spring - Healed Allies gain 20% magicka recovery
- Moving Spring - Follows player and healed allies gain 5% magicka recovery
Magicka Wall
-Unstable Ground (additional effect when it ends)
-Magicka Blockade (increases size and duration)
Elemental Versions
Dakeipa - Frost
Haoko - Disease
Taderi - Physical Harm
Rakeipa - Fire
Meip - Shock
Makderi - Spell Harm
Kuoko - Poison
Healing Versions:
Deni - Stamina
Denima - Stamina Recovery
Deteri - Armor
Hakeijo -Prismatic
Jaedi - Bash
Kaderi - Shield
Makko - Magicka
Oru - Alchemist
Okori - Power
Okoma - Health Regen
Oko - Health
Makkoma - Magicka Regen
Magicka Burst
-Targeted Burst (is now targeted)
-Powered Burst (more effects for the given element/if it is healing)
Dakeipa - Frost
Haoko - Disease
Taderi - Physical Harm
Rakeipa - Fire
Meip - Shock
Makderi - Spell Harm
Kuoko - Poison
Healing Versions:
Deni - Stamina
Denima - Stamina Recovery
Deteri - Armor
Hakeijo -Prismatic
Jaedi - Bash
Kaderi - Shield
Makko - Magicka
Oru - Alchemist
Okori - Power
Okoma - Health Regen
Oko - Health
Makkoma - Magicka Regen
Weaken:
-Weaken Spirit (adds Minor MagickaSteal)
-Continuous Degradation (refreshed when hit)
Healing
Siphon - Applies Minor Lifesteal
-Essence Siphon - (adds Minor MagickaSteal)
-Continuous Siphon - refreshed when attacked
Elemental
Elemental Weakness - Applies Major Breech
-Spiritual Weakness - also applies minor magickasteal
- Continual Weakness - refreshes when attacked
Focused Magic:
- Reaching Magic - Extends range
- Broadened Magic - Adds additional effects
Dakeipa - Frost
Haoko - Disease
Taderi - Physical Harm
Rakeipa - Fire
Meip - Shock
Makderi - Spell Harm
Kuoko - Poison
Persistent Magic
- Viral Magic - effects targets near the original
- Efficient Magic - reduced duration (same damage/healing)
Dakeipa - Frost
Haoko - Disease
Taderi - Physical Harm
Rakeipa - Fire
Meip - Shock
Makderi - Spell Harm
Kuoko - Poison
So now that we have the way to choose the damage type/healing effect of the spells, how do we furthur augment them?
That is what the remaining three 3x1 Grids are for. They will still have the same
Potency - Aspect - Essence setup
However, there needs to be three additional Aspect runes introduced into the game
??? - Size
??? - Duration
??? - Power
Once a grid is formed using a potency,aspect, and an essence rune , the Runic Focus will in addition effect your Staff skills based on the Aspect and Essence used in each additional row
Size Aspect Rune + Additive
Increases the Dimensions (size, range) of your Staff Skills by 10%/20%/30%/40%
Decreases the Power of your Staff Skills by 5%/10%/15%/20%
Increases the Cost of your Staff Skills by 2.5%/5%/7.5%/10%
Size Aspect Rune + Subtractive
Decreases the Dimensions (size, range) of your Staff Skills by 10%/20%/30%/40%
Increases the Power of your Staff Skills by 5%/10%/15%/20%
Decreases the Cost of your Staff Skills by 2.5%/5%/7.5%/10%
Duration Aspect Rune + Additive
Increases the Duration of your Staff Skills by 10%/20%/30%/40%
Decreases the Dimensions of your Staff Skills by 5%/10%/15%/20%
Increases the Power of your Staff Skills by 2.5%/5%/7.5%/10%
Duration Aspect Rune + Subtractive
Decreases the Duration of your Staff Skills by 10%/20%/30%/40%
Increases the Dimensions of your Staff Skills by 15%/20%/25%/30%
Decreases the Power of your Staff Skills by 2.5%/5%/7.5%/10%
Damage Aspect Rune + Additive
Increases the Power of your Staff Skills by: 15%/30%/45%/60%
Decreases the Dimensions of your Staff Skills by 10%/20%/30%/40%
Increases the Cost of your Staff Skills by 15%/ 30%/45%/60%
Damage Aspect Rune + Subtractive
Decreases the Power of your Staff Skills by: 15%/30%/45%/60%
Increases the Dimensions of your Staff Skills by 10%/20%/30%/40%
Decreases the Cost of your Staff Skills by 15%/ 30%/45%/60%
It adds an effect listed above for each row, perhaps with reduced effectiveness per row used.
So that's my idea for a spell creation system. finer details would still have to be combed through for the final skills. I'll be continually editing this as I go until I come up with a finalized version, which will include how the Staff Passives should work and the small little details that each element changes for skills like Magicka Storm, Magicka Wall, to make elements more diverse.
Have any suggestions or improvements?