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Discussion/Debate - Proposal for Oblivion Style Spell School System

Avran_Sylt
Avran_Sylt
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Foreward: I am not too familiar with the lore of the elder scrolls universe, so I would greatly appreciate any comments that would help make this more lore friendly.

So, during the 2nd era, Vanus Galerion Founded the Mages guild, spreading the knowledge of the magical arts to the layman. Several Novices took interest of these arts during the time which the Vestige emerged. While the Vestige helps the mages guild in their quest line, they run across some of these novices, who ask the vestige for help with some experimentation. When the Vestige helps the novice, they gratefully share some of their knowledge of what they have been pursuing. This grants the Vestige access to one of the classifications of spells. These spells are not quite as powerful as a spell one would see from a person who spent years of their life practicing an art,nor as powerful as a spell cast with a staff to channel energy, but can be cast using any weapon setup.

Edit: discarded old version of the description
From what I know though, Lorewise, in the 2nd Era there were no schools of magick. However, I propose that this could be worked around by allowing scholars in the mages guild to have ‘Interests’ that they focus on. While Progressing through the mages guild, the Vestige would happen upon other guild members who ask for the Vestiges help in experimenting with something. In the Metagame, this ‘something’ will be what are later known as spells under a specific school of magick. These skills are separate from the Destruction and Restoration staff skill lines, and offer a way for the Vestige to obtain some effects known only to certain classes, or PvP content (I.E. Cloaking, Major Expedition, minor regens). These spells would be able to be used without a staff, and each respective ‘school’ would have passives (which only grant an effect with a respective skill slotted) available to unlock based on the skill level.

(Edit: still working on potential passives, Edit: each classification has two passives)

Spell 'Schools' consist of:

Alteration
Ultimate: Reduce the Costs of abilities for a short time
Morph 1:
Increase the Range and Size of abilities, but no longer reduces Cost

Morph 2:
Increases the Cost of abilities but also applies Empower on each ability
Skill 1: Player Shield
Morph 1:
Deals shock/Fire/Frost damage in a radius when the shield breaks

Morph 2:
Increases the damage absorbed by the shield at an increased cost.
Skill 2: Snares an enemy for a duration
Morph 1:
The snare duration is longer

Morph 2:
Now snare in an Area of effect
Skill 3: Major Expedition
Morph 1:
Increase the Duration at an Increased Cost

Morph 2:
Now also Increases Swim Speed
Skill 4: Minor Exhaustion (Increases stamina costs by 10%) applied to target
Morph 1:
Increases the stamina cost applied to the target, but reduces the duration

Morph 2:
Increases the duration but reduces the effect
Skill 5: Minor Disruption (Increases Magicka Costs by 10%) applied to target
Morph 1:
Increases the Magicka cost applied to the target, but reduces the duration
Morph 2:
Increases the duration but decreases the effect

Passive 1: reduces Stamina and Magicka costs with an Alteration ability slotted
Passive 2: increases the chance to force a lock by 5%-10% with an Alteration ability slotted

Conjuration
Ultimate: Summon a Sword and Board Xivilai whose attacks taunt targets
Morph 1:
Summon a dual wield Xivilai whose attacks apply minor vulnerability

Morph 2:
Summon a cauterizer who periodically casts healing spells
Skill 1: Summon Skeleton
Morph 1:
Summon venomous skeleton with reduced health that explodes when killed for [x] disease damage and applies the diseased status effect

Morph 2:
Summons a more powerful Bone colossus
Skill 2: Summon Zombie
Morph 1:
Summons a vengeful zombie with less health that leaves behind desecrated ground when killed that slows and damages enemies

Morph 2:
Summons two zombies that apply minor maim
Skill 3: Summon Ghost
Morph 1:
Summon a chilled ghost who periodically attacks with icy whirlwinds that damage and snare enemies

Morph 2:
Summon an ancient ghost that is more powerful (and Dunmer obviously)
Skill 4: Bound Weapon that gives minor brutality
Morph 1:
also gives minor savagery

Morph 2:
Increases light attack damage by 5%
Skill 5: Bound armor that gives minor Resolve and Ward
Morph 1:
Also applies minor Vitality while active

Morph 2:
Being attacked with melee attacks damages the attacker for [x] damage

Passive 1: Increase Max Health by 3% with a conjuration ability active
Passive 2: Increase Damage dealt to undead and Deadra by 5% with a Conjuration ability Slotted

Destruction
Ultimate: Deals [x] Cold Damage and snares for 2 seconds in an area, Then deals [x] Lightning Damage in an area, and then deals [x] Flame damage per second for 4 seconds in an area
Morph 1:
Enemies hit with the Cold damage have their stamina recovery reduced by 15% for 5 seconds, Lightning reduces Magicka regen by 15% for 5 seconds, Flame reduces Health recovery by 15% for 5 seconds.
Morph 2:
Becomes a Channeled Ability, Deals significantly more Lightning damage, and is centered on the player.
Skill 1: Engulfing Flames: Deals [x] Fire damage in a cone
Morph 1:
Deals Damage per second and can be held

Morph 2:
Reduces enemies health recovery by 15% for 5 seconds
Skill 2: Icy Blast: Ice spear that slows enemies
Morph 1:
Now Knocks enemies down
Morph 2:
Reduces enemies stamina recovery by 15% for 5 seconds
Skill 3: Lightning Surge: Deals [x] lightning damage in a radius
Morph 1:
Briefly Immobilizes enemies

Morph 2:
Reduces enemy magicka regen by 15% for 5 seconds
Skill 4 Elemental Weakness : Applies Major Breach for a medium duration
Morph 1:
Refreshes on hit

Morph 2:
Restores Magicka on hit
Skill 5 Corrode Armor : Applies Major Fracture for a medium duration
Morph 1:
Refreshes on hit

Morph 2:
Restores Health on hit

Passive 1: Increase the chance to apply status effects by 25%-50% with a Destruction skill slotted
Passive 2: With a Destruction spell slotted, dealing elemental damage applies minor breech to the enemy

Illusion
Ultimate: AoE Silence
Morph 1:
Now also Immobilizes effected enemies

Morph 2:
Increased Duration, Reduced Radius
Skill 1 Major Evasion
Morph 1:
Increased cost, Dodging grants Empower

Morph 2:
Increased Cost, Increases Duration
Skill 2 Rally: Increase hp regen by 15%
Morph 1:
Increases stamina regen by 15%

Morph 2:
Applies Minor berserk
Skill 3: Reveal: Reveals Stealthed enemies in a radius around you
Morph 1:
Increases Radius

Morph 2:
Increases Sneak Detection Radius
Skill 4 Chameleon : Reduced Detection range for a short duration
Morph 1:
Grants Minor Expedition

Morph 2:
Grants Major Evasion for 2 seconds after the effect ends
Skill 5 Paralyze : Stuns target for 2 seconds
Morph 1:
Stunned enemies take more damage

Morph 2:
Increases cost and significantly increases duration

Passive 1: Sell items for 5% more with an Illusion spell slotted
Passive 2: Gain Minor Evasion with an Illusion Spell Active

Mysticism
Ultimate:Clense : Remove all negative effects from you and prevent further applications for 6 seconds
Morph 1:
Can target One other person, but no longer prevents further applications

Morph 2:
Now removes only 2 negative effects but in a radius, and no longer prevents further applications.
Skill 1 Major Ward
Morph 1:
Also gain Major Resolve

Morph 2:
If damaged with magic while this skill is active, restore 60% of cost
Skill 2 Marks an enemy, enemy cannot enter stealth for a medium duration
Morph 1:
Also applies minor breach

Morph 2:
Reduces duration, but becomes an AoE
Skill 3 Reflect a Projectile in the next 6 seconds
Morph 1:
reflecting a projectile grants you empower

Morph 2:
Reduce duration to 2 seconds, but reflects 3 projectiles.
Skill 4 Reflect a melee attack in the next 6 seconds.
Morph 1:
If the attack is a heavy attack, the enemy is stunned

Morph 2:
Melee attacks dealt to you deal [x] physical damage to the attacker for the next 3 seconds
Skill 5 Can't think of a 5th one for mysticism. would love to add soul trap, but that's already in another category
Morph 1:

Morph 2:

Passive 1: Reduce Resurrection Time by 5%-10% with a Mysticism spell slotted
Passive 2: Reduce the duration of negative effects by 10% with a Mysticism skill active

Restoration
Ultimate: Self - Fortify Primary Stats
Morph 1:
Grants Minor Fortitude, Intellect, and Endurance for a medium duration

Morph 2:
Grants Minor Resolve and Minor Ward
Skill 1 Self DoT Heal
Morph 1:
grants Minor Endurance

Morph 2:
Grants Minor Intellect
Skill 2 Single Target Heal
Morph 1:
Heals you and Target for a reduced amount

Morph 2:
Now applies minor protection for a short duration
Skill 3 Drain Target Health
Morph 1:
Decrease Damage and Health Drained, but grants Major Endurance

Morph 2:
Decreases Damage and Health Drained, but grants Major Intellect
Skill 4 AoE Heal
Morph 1:
healing low health allies grants them Minor Fortitude

Morph 2:
healing allies grants them Minor Ward
Skill 5 Minor Mending + Minor Vitality for a medium duration
Morph 1:
Increases duration, but removes Minor Vitality bonus

Morph 2:
Grants Major Mending, but removes Minor Vitality

Passive 1: Increase Healing done by 4% with a Restoration Skill Slotted
Passive 2: Gain 4% increased Magicka, Stamina, and Health regen with a Restoration Skill active

Thoughts? Comments? Suggestions?
Edited by Avran_Sylt on April 11, 2017 7:32PM
  • klowdy1
    klowdy1
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    I was thinking there was room to add another mage, or whatever they want to call it, that takes advantage of alteration and illusion.
  • Avran_Sylt
    Avran_Sylt
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    klowdy1 wrote: »
    I was thinking there was room to add another mage, or whatever they want to call it, that takes advantage of alteration and illusion.

    Yeah, that'd be cool. would love to see some more thematic classes. Honestly I'd take that sun shard ability and slot something like that into an alteration class skill line. It reduces damage, and can crush enemies with increased gravity.
  • notimetocare
    notimetocare
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    Very false lorewise. There have always been schools of magic as long as mages have been classifying their study.

    All class magic would fall into a school of magic if it were to be classified.

    As to your proposal, no. Awful skills and awful, pointless separation. The idea of those spells is something of what you would teach a novice. Basic, plain magic. Whereas current class magic is advanced magic that has traits outside of one single school of magic
  • menedhyn
    menedhyn
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    You might find this website useful, OP: UESP: Mages Guild :)
    Oreneth : AD Bosmer alchemist : PC EU

    Heavy-bearded Y’ffre, speak through me. Tell us of the time before time. Let the story grow in me. Let my heart echo to the pounding of your feet along the story-lines, the bones of the world. I will walk Your steps, and know Your story.
  • Emothic
    Emothic
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    You are slightly incorrect with your Lore. The Schools of magic have been practiced since before the first era. However it wasn't untill the late first era to early second era that magical spells were give a writin classification. Meaning that people were casting flame spells for a very long time, untill a point were flames spells were given the classification of a form of Destruction Magic.

    The Schools, art, classification of types of magic is already shown in ESO with the skill line of Destruction Staff and Restoration staff. So the classification of spells are already presented in this period of time. Even more so are the Schools of Alteration, Illusion, even Conjuring magic. These spells/skills take forum in the many skill lines of a character. And these skills/spells are already in their own classification in the lore of the game. It's just not presented in the games User Interface.
    Lord Emothic Von Hellsing of ze Hellsing Family.
    Dragon Knight of the Ebonheart Pact. Xbox One - NA
  • Avran_Sylt
    Avran_Sylt
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    menedhyn wrote: »
    You might find this website useful, OP: UESP: Mages Guild :)
    Emothic wrote: »
    You are slightly incorrect with your Lore. The Schools of magic have been practiced since before the first era. However it wasn't untill the late first era to early second era that magical spells were give a writin classification. Meaning that people were casting flame spells for a very long time, untill a point were flames spells were given the classification of a form of Destruction Magic.

    The Schools, art, classification of types of magic is already shown in ESO with the skill line of Destruction Staff and Restoration staff. So the classification of spells are already presented in this period of time. Even more so are the Schools of Alteration, Illusion, even Conjuring magic. These spells/skills take forum in the many skill lines of a character. And these skills/spells are already in their own classification in the lore of the game. It's just not presented in the games User Interface.

    That will help me quite a bit. gonna change some of the initial dialogue.
    Very false lorewise. There have always been schools of magic as long as mages have been classifying their study.

    All class magic would fall into a school of magic if it were to be classified.

    As to your proposal, no. Awful skills and awful, pointless separation. The idea of those spells is something of what you would teach a novice. Basic, plain magic. Whereas current class magic is advanced magic that has traits outside of one single school of magic

    The separation there right now is just trying to mirror how the current weapon skills are separated, though now using the different classifications as the separator. Though any suggestion you may have on how to organize it would be appreciated.

    You make a fair point with how these spells are considered novice magic. Though the reasoning behind this is so that what class you choose still can give an edge in some areas (years of practice) but the general effects can still be learned by any class (newbie).

    Though it would be interesting to allow more powerful spells to be unlocked. perhaps via a different classification under each school. once you reach level 50 on the novice tree, you unlock apprentice, so on from jorneyman, advan
  • Avran_Sylt
    Avran_Sylt
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    Added in two passives for each school.
  • Avran_Sylt
    Avran_Sylt
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    Changed the invisibility one to Chameleon, reducing detection range.
  • IcyDeadPeople
    IcyDeadPeople
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    Oblivion's spellcrafting system was fun, but it was pretty broken. You could stack spells that increase your target's weakness to magic, then weakness to fire spell, then cast fire spell and it does something like 200,000 damage.
  • Number_51
    Number_51
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    Oblivion's spellcrafting system was fun, but it was pretty broken. You could stack spells that increase your target's weakness to magic, then weakness to fire spell, then cast fire spell and it does something like 200,000 damage.

    Oh how I miss my named dai-katana "Swordsong".

    Soul Trap for 1 second
    Drain Health 100 pts for 1 second
    Absorb Health 3 pts for 1 second
    Frost Damage 3 pts for 1 second
    Fire Damage 3 pts for 1 second
    Shock Damage 3 pts for 1 second
    Weakness to Frost 100% for 1 second
    Weakness to Fire 100% for 1 second
    Weakness to Shock 100% for 1 second
    Weakness to Magic 100% for 3 seconds

    Had a spell that was roughly the same. Weakness to elements didn't stack, but weakness to magic at the end did stack and also cause other weakness effects to stack.
    Edited by Number_51 on April 11, 2017 9:12PM
  • NewBlacksmurf
    NewBlacksmurf
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    The game would want to remove the healer, dps, tank designs and purely be a play for fun server based game.

    Not sure they would redesign that much but lore wise you seem to be on the right track.

    Design wise, some could happen but largely you'd run into these discussions about "balance" and PvP vs PVE
    -PC (PTS)/Xbox One: NewBlacksmurf
    ~<{[50]}>~ looks better than *501
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