Magic
- About the special attacks, if they're implemented : A short combination of keys (arrow keys for instance) have to be entered to activate it (On the model of a QTE), within a limit of time.
It doesn't particularly enhance the tactical part, I just think it adds a "rewarding" aspect to the process of casting a powerful spell, along with an extra difficulty.
I'm not even sure what you're talking about, but I think that a series of button-presses with a time limit to cast does not fit the style of this game in any way at all. This game is about careful positioning and thoughtful tactics, not rapid-fire button mashing.
- I've thought of 2 types of magics, nothing new but I've tried to put a name on preexisting spells, to gather them into a single school :
- Matter magic : Gather everything revolving around the idea of matter and everything which influence it, such as weight/gravity (Spells which weigh down or lighten something/someone, slowing an enemy or making him move faster; gravity-modifying spell, which would attract enemies/friends/projectiles alike to a given point), levitation (which make the target impervious to environmental effects), psychokinesis, teleportation.
- Optical magic : Illusions, lighting modifications (making himself invisible, globs of light, veil of darkness), perception of the world (unveiling magically-hidden objects/traps/enemies, seeing through the walls).
I've not mentioned Necromancy cause it's already envisaged IIRC.
If not, well you can add it to the list.
Maybe. It depends on how many other magic skills are around. Some of these are probably planned in some form.
- Another way of learning skills could be to figure them out, through the monsters, by watching them.
Apart from the accelerated learning of normal skills, in conjunction with the regular process, we could learn special attacks otherwise unlearnable.
I'm not sure that fits with the way you learn skills. The other Divinity games had all available skills on a list and you spent skill points on them. I'm not sure concealing skills by forcing them to be learned in a specific way will be that helpful.
- The possibility to merge himself with an element (with a new visual appearance).
For example, if I conflate myself with the element of Fire, I momentarily gain a higher resistance to fire, my fire skills gains additional effects (or I have a new set of skills related to fire ?), I cannot be frozen and leave a trail of fire behind me.
However, I'm much more vulnerable to water spells, which inflict me more damages and blind me because of the fog which result from its contact.
Elemental power booster spells sound okay, although it doesn't need to be flashy. For example, the trail of fire is also problematic. If it's only a visual effect, it could be confusing or visual clutter. If it's an actual trail of fire, it will be annoying for allies who will get injured and have to work around the trail.
- How far can the environment be modified ? It'd be cool if we could dig a trench, connect it to a stream, thus deviating it and flooding an entire village .
Interesting perspective...
Not THAT far, certainly. There's only so much stuff that is reasonable to put into an RPG, and that's beyond the scope.