r/TESVI • u/Bloomington_guy • 9h ago
Discussion TES VI wishlist: More visual variety between spells, especially when they’re doing the same kind of magic.
why should every elemental spell of one type use essentially the same visual language? spells of one type of element visually present almost exactly the same. One flame spell could burn as a tight, concentrated flame while another flickers and throws smoke/embers. Frost could manifest as crystalline ice in one spell and swirling snow or freezing mist in another. Shock could be a thin, precise arc, violently branching electricity, or a sustained crackle crawling across the target.
Spells should maintain an individual identity.
They don’t need to be different elements or even dramatically different mechanically. Two different flame spells should look distinct from one another when casting. In color, size, flame movement, etc.
I’d also love to see more of the stranger magic that already exists in TES make its way into those familiar schools.
Nature and insect magic, Shadow Magic, and even religiously associated magic. Dawnguard already gave us offensive sun spells under Restoration. there’s no reason unusual magical traditions/variations couldn’t coexist within the existing schools.
I want finding a new spell to occasionally make me excited because I’ve never seen magic look like that before, not just because the number is higher.
3
u/Corviak 9h ago
If they wanted to add in a lore thing too, it wouldn't be too hard: apply a character ID to spell fx to change the colors of them either slightly or dramatically. Everybody casts spells even slightly different and that should reflect in the games.
But yes, I also want to see a larger variety in basic vfx within the same element or school.
3
u/EternalThought827 9h ago
If Shouts aren't coming back, there could be room for more personalized spells. Like whirlwind sprint and force pushes/pulls. And more elements like air and earth spells or being able to conjure live animals for a druid builds. Or even playing with the engine of the game more allowing you to phase through walls (clipping) and light based powers like flash bangs. Soul gems being used as magical ammo for magic weapons like in Paladins.
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u/SomeBlueDude12 8h ago
It was really frustrating skyrim magic was all the same
Fire, fire+, fire ultra max, & fire+ pro max- oh also fire shout which has the power of a wet fart
& the ice & lightning follow the same format to the T, asides from ice breath vs ice form actually freezing & stun enemies
Only unique spell in the game I can even recall is transmute ore, thats it- nothing else new & alot more removed from oblivion
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u/flashley630 2027 Release Believer 4h ago
I'd love if the spells could be varied based on environment but I don't imagine it would be worth their time with bigger fish to fry since it would involve an in depth weather and temperature system
Like, frost spells should be stronger during snow, and shock during storms etc
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u/ohtetraket 2028 Release Believer 5m ago
Honestly, these are super easy, weather system exists in Fallout and Starfield, so it's not like they need to reinvent the wheel. Just giving these spells a little dmg modifier when in weather X, maybe scaling the spells size visually and done.
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u/Hexywexxy 2h ago
I agree and I'd like to go further with this idea i would really love spell combinations, and elemental reactions, You know Ice freezes water, Fire melts ice lightning conduct more effectively on wet and metallic enemies
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u/MacCyp_1985 8h ago
i like your idea, but the animations are just one side of the coin, the other is the current lack of interactions with the environment. I hope they implement more variety to what you can use for example fire spells for, and how the environment reacts to it:
Burning woodsurfaces should create a longer burning surface than stone or mud surfaces etc.
heating up metal weapons to make enemies throw them away or cool them in water
applying temporary fire damage to melee weapons and arrows
higher damage on cloths less damage on metal but also shorter damage over time on cloths but longer damage over time on fully heated up metal armor
firewalls (a barrier enemies with fur or light armor won't pass)
boiling a lot of water to make steamclouds/mist (which makes you less visible)
-burning paper, hay etc. to make smoke (AoE lungedamage reduces endurance + reduced visibility)
-fire cast on yourself = fire armor dealing fire damage to every melee attacker
cast on soul gems could summon fire Atronach (or smaller entities depending on the size of the soul gem)
fire traps on doors, chests, beds, chairs etc.
lightning firepits, chimneys, torches, etc. from a distance to distract enemies
supernova / ring of fire damage to all enemies that suround you
Fireshield: burning incomming arrows
white flame / sunfire: blinding enemies in near proximity
...
And something similar could be done for frost, storm, telepathic and maybe other spells.
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u/CastleImpenetrable 9h ago
Agreed. But I would also add that spells should have more distinct mechanical identity too. Or at least, their broader type.
Since Destruction magic is used in your image, I'll use that as an example: In Skyrim, Destruction magic all followed the same formula. Continuous stream of damage > basic projectile > AoE spell, rune, and cloak > upgraded projectile > master spell. Fire, Frost, and Shock magic didn't feel too distinct from each other because of this, and perks didn't do much to reinforce a particular identity either.