Forums » Elder Scrolls

If you could make your own spells in Skyrim, or craft them, what

    • 153 posts
    March 15, 2013 4:06 AM EDT
    Mind manipulation spells.
    1. Hallucination, this spell will allow you to look like an Enemy to surrounding people, so you cast it on a dead target then you look like that target. Menacing enemies will make enemies to flee while peaceful ones will make them not realize you
    2. Mind control, this spell will allow you to control an enemy and make it do whatever you want, humanoids will be useful as they can use levers or deactivate traps for u so u don't have to do it yourself and kill everyone or you could get them to kill everyone while you stay in the distance undetected.
    • 34 posts
    March 15, 2013 7:27 AM EDT

    A telekinesis option in destruction. Pick up object and throw them at the enemy to damage them, a star wars esque push, pull, grip option. There have been a few mods that kind of had similar options but I was never satisfied with them. Blood magic is another good option. I never found a good amount of dark magic type spells other than conjuration and drain life. And lastly would be addition of nature magic. Druid style stuff would be a cool idea for Valenwood, maybe have the option to pick bolders off the ground and chuck them at the enemy Avatar:TLA style.

  • March 15, 2013 10:46 AM EDT

    I want a shout to summon Talos as a permanent companion.  

    • 118 posts
    March 15, 2013 11:44 AM EDT
    Hallucinate for an assassin would be so epic
  • March 15, 2013 11:47 AM EDT

    I want a summon lurker spell

  • March 15, 2013 3:53 PM EDT
    Water walking with ice platform: coolest thing came to mind

    •Charge to cast.
    •One hand: Charge, release; creates a ice platform that 2 people can fit on
    •Dual cast: Charge;can create a temporary "thin ice" to walk to a specific location, release; creates a longer duration and larger platform that can fit 2 people, a horse, a summon and a animal companion.
  • March 15, 2013 4:49 PM EDT
    A Teleport spell, to be able to travel to set locations or to areas in line of sight(can be limited for spell levels, apprentice 20 feet, adept 50 feet, and expert 100 feet). Can be on alteration and consume more Magica than flesh spells. Can serve as instant "eject button", to get repositioned or to ambush an enemy{while sneaking cast right behind intended target to make a backstab}.

    Tame Beast(animals), Feed Beast: can be used to make any wild animal a pet follower, and when feeding them you can add temporary strength to them.

    Build Automaton: make dwemer constructs using dwemer scrap metal and pieces, can start with spiders and ends with Centurions
    • 153 posts
    March 16, 2013 7:33 AM EDT

    I think hallucination would be good for assassins while Mind Control would be good for thieves! 

    • 159 posts
    March 16, 2013 7:46 AM EDT

    Number 1 i think we need a better animation when casting magic also I would make a spell that summons up bound armor like how bound weapons work

    • 153 posts
    March 16, 2013 8:28 AM EDT

    FYI (ben already pointed this out in a different post) all spells have different animations when casting. THAT IS A BIG JOB! 

    • 5 posts
    March 16, 2013 11:43 AM EDT

    A master level ward spell that creates a protective field around you that blocks spells

  • March 16, 2013 11:52 AM EDT

    Other elements, like earth and wind as classics. Why aren't they even in TES? Makes no sense.

    • 88 posts
    March 16, 2013 3:13 PM EDT

    Here's the video where they show off the features: http://www.youtube.com/watch?v=DGIgXeGC6Dg

    • 365 posts
    March 16, 2013 3:22 PM EDT

    Someone should feature that video Nik! seriously! I'll post it up agan, maybe.

    Cheers mate

  • March 16, 2013 3:45 PM EDT
    Too bad some stuff were real and others disappointments. I wanted to be a werebear :(
    • 168 posts
    March 16, 2013 3:58 PM EDT
    I agree, it does make no sense. Sure we have whirlwind cloak, and the ash spells are like earth, but I'd like a whole line of them as destruction spells, with AOE's, missle types, cloaks, walls, runes, and master level spells. It would make destruction all the more greater.
    • 81 posts
    March 16, 2013 4:16 PM EDT
    Shape shifting spells. Start of with smaller animals like skeevers then get access to dragons.
  • March 16, 2013 5:15 PM EDT
    A darkness spell:

    Ball of Darkness: darkens the area and blinds any target inside
    Orb of Shadows: darkens user and x feet around him/her to hide and obscure any lighting in the area.
    • 153 posts
    March 16, 2013 7:36 PM EDT
    I thought there already was combined spells?
    • 16 posts
    March 16, 2013 8:29 PM EDT

    An idea I think would make for an good spell for Conjuration would be probably be listed as either Expert or Master level.  It could be a reanimation spell with a twist - upon casting the spell on a corpse, you'd take direct control over the reanimated body's actions, like a puppet master, while you stay behind and can act through the 'puppet'/reanimated target which can last til cancelled or could have  a reasonable duration affected by the Necromancy Perk.  And of course, allow one to have control over the target's inventory if they're humanoid/had a black soul.

    Reanimate and possess a bandit's dead body, pass through undetected while using their friend's corpse, steal their belongings or simply kill them without getting yourself harmed, then let the body collapse without becoming ash piles (something that slightly annoys me about non-Dead Thrall reanimation spells).  

    • 153 posts
    March 16, 2013 9:28 PM EDT
    Similar to my mind control idea
    • 360 posts
    March 25, 2013 6:45 AM EDT
    I would like a force choke style spell that could hold an enemy in place while damaging them, probably would be alteration, expert or master lvl, and cost a little more than telekinyses
    • 29 posts
    March 25, 2013 7:17 AM EDT

    Nature spells that are plant based, like vines to pull target towards you or encase them. A rune but it's like a venus fly trap that traps the enemy for x amount of seconds when crossing it. Leaves that can be fired and razor sharp that damage the enemy. Poisonous and paralytic plants  etc, so I can make a Bosmer mage that fits in with nature theme more 

  • April 6, 2013 12:46 PM EDT

    I would create a gravity suspension spell that lifts them up for a certain amount of seconds for you to get away and then slams the enemy on the ground causing damage.

    • 80 posts
    April 6, 2013 7:14 PM EDT

    I'd add hexes/curses and make an entire skill tree dedicated to them.

    Burden Hex-slows target to 1/2 speed for x seconds (Novice spell-base cost 20)

    Exhaustion Hex-drains x amount of stamina, -100% stamina regeneration (Apprentice spell-base cost 50)

    Mind Seal Hex-drains x amount of magic, -100% magic regeneration (Apprentice spell-base cost 55)

    Blood Curse-slowly drains enemies health while healing caster for y seconds (Adept level-base cost 125)

    Ancient's Curse- -30% enemy health, magic, stamina, and armor rating (Expert spell-base cost 180)

    Voodoo Curse-make an enemy an ally for x seconds (Expert spell-base cost 200)

    Hex of the Voodoo Master-permanently make an enemy an ally, limited to 2 allies (Master spell-base cost 625)

    Dragon's Curse-weakness to magic 25%,weakness to fire/frost/shock 50%, lower armor rating by 25% (Master spell-base cost 700)

    The master spells would function similar to runes and places one at the caster's feet.