Difference between revisions of "Spell"

From the Oblivion ConstructionSet Wiki
Jump to navigation Jump to search
imported>Emprint
m (Fixed typo.)
imported>Blacksupernova
 
(11 intermediate revisions by 7 users not shown)
Line 1: Line 1:
A spell is a collection of magic effects that can be placed in an actor's spell inventory. The actor triggers these effects by casting the spell.
A spell is a collection of [[Magic Effects]] that can be placed in an [[actor]]'s [[Spell List Tab|spell inventory]]. The actor triggers non-ability, disease, or poison effects upon casting the spell or Power.


*'''Type:''' The type of spell, which affects it's cost and how often it is used.
*'''Type:''' Different types of spells have different data related to duration, magicka cost, spell efficiency, Skill Mastery Requirements, and Daily Cast limit.
{|border="1" cellpadding="5" cellspacing="0"
{|border="1" cellpadding="5" cellspacing="0"
|-
|-
Line 8: Line 8:
|-
|-
|Ability
|Ability
|These effects are always active. Must be Self effects.
|These effects are active upon starting the game, have 0 magicka cost, and last permanently if duration is set to 0. Unknown if abilities are affected by Skill Mastery and Spell Efficiency.
|-
|-
|Disease
|Disease
|Effects can be transferred by a hit in combat. Percentage chance per hit.
|Disease effects are transferred via an X% chance to transmit Y disease upon each physical blow received.
|-
|-
|Lesser Power
|Lesser Power
|Cost to cast is fixed. The actor's skill is ignored.
|Non hard-coded magicka cost. May be used regularly. Not Affected by Skill Mastery and Spell Efficiency.
|-
|-
|Poison
|Poison
|?
|Unused by game. Have no effect when cast, inflict poison damage similar to poisoning weapons.
|-
|-
|Spell
|Spell
|Normal cost to cast. No limit on casting.
|Non hard-coded magicka cost. May be used regularly. Affected by Skill Mastery and Spell Efficiency.
|-
|-
|Power
|Greater Power
|Cost to cast is fixed (usually zero). Can only be cast once a day.
|Magicka cost is set to 0. Can only be cast once a day. Not affected by Skill Mastery and Spell Efficiency. These are referred to simply as 'Powers' in the Construction Set.
|-
|-
|}
|}
Line 29: Line 29:
*'''School:''' The school is always the same as that of the single most expensive effect.
*'''School:''' The school is always the same as that of the single most expensive effect.
*'''Disallow Spell Absorb/Reflect:''' If checked, this spell cannot be absorbed or reflected.
*'''Disallow Spell Absorb/Reflect:''' If checked, this spell cannot be absorbed or reflected.
*'''Script Effect Always Applies:''' ?
*'''Script Effect Always Applies:''' If not checked, script effects will be subject to resistances. For Example, a player with 50% magic resistance will be affected by a 30 second script effect for only 15 seconds unless this box is checked.
*'''Area Effect Ignores LOS:''' Normally an area effect spell must have line of sight from it's center to the target in order to affect it. For example, hiding behind a pillar will protect an actor from a fireball. However, if this box is checked, intervening objects are ignored.
*'''Area Effect Ignores LOS:''' Normally an area effect spell must have line of sight from its center to the target in order to affect it. For example, hiding behind a pillar will protect an actor from a fireball. However, if this box is checked, intervening objects are ignored.
*'''Immune to Silence:''' This spell can be cast even if the actor is silenced. Usually reserved for racial powers.
*'''Immune to Silence:''' This spell can be cast even if the actor is silenced. Usually reserved for Greater Powers.
*'''PC Start Spell:''' If checked, the player starts the game with this spell.
*'''PC Start Spell:''' If checked, the player starts the game with this spell.
*'''Auto-Calculate:''' If checked, the cost of the spell is the sum of the individual effects.
*'''Auto-Calculate:''' If checked, the magicka cost of the non-ability or disease spell is pre-calculated, based on the numeric value given to the effects.
*'''Spell Level:''' Sets the skill rank necessary to cast the spell.
*'''Spell Level:''' Sets the skill rank necessary to cast the spell. Normally spell rank is determined by the following game settings: [[fMagicSpellLevelApprenticeMin]], [[fMagicSpellLevelJourneymanMin]], [[fMagicSpellLevelExpertMin]], [[fMagicSpellLevelMasterMin]]. Remember that Greater Powers ignore Spell Level, however.
*'''Spell Cost:''' Remember that Lesser Powers magicka cost cannot be modified without the Console or Construction Set. Spells, are affected by the caster's [[Effective Skill Level|skill]], however. See [[Spell Cost|here]] for details on how the cost is calculated and how skill affects it.


'''Note about disease''': It's important to know that diseases are not intended to be applied to 'generic' actors (Like the 'generic' dog, rat, etc). If you give a base actor a disease, all other individual actors created from that actor will have the disease as well.
For example, if you infect a Clannfear Runt with a disease, all Clannfear Runts of the same type will suffer it too; regular Clannfears or special instances of Clannfear Runts will be ok, but the majority will be infected. Most named human NPCs are unique instances and thus are ok to infect.


[[Category:Magic]]
[[Category:Magic]]

Latest revision as of 13:04, 4 February 2011

A spell is a collection of Magic Effects that can be placed in an actor's spell inventory. The actor triggers non-ability, disease, or poison effects upon casting the spell or Power.

  • Type: Different types of spells have different data related to duration, magicka cost, spell efficiency, Skill Mastery Requirements, and Daily Cast limit.
Type Properties
Ability These effects are active upon starting the game, have 0 magicka cost, and last permanently if duration is set to 0. Unknown if abilities are affected by Skill Mastery and Spell Efficiency.
Disease Disease effects are transferred via an X% chance to transmit Y disease upon each physical blow received.
Lesser Power Non hard-coded magicka cost. May be used regularly. Not Affected by Skill Mastery and Spell Efficiency.
Poison Unused by game. Have no effect when cast, inflict poison damage similar to poisoning weapons.
Spell Non hard-coded magicka cost. May be used regularly. Affected by Skill Mastery and Spell Efficiency.
Greater Power Magicka cost is set to 0. Can only be cast once a day. Not affected by Skill Mastery and Spell Efficiency. These are referred to simply as 'Powers' in the Construction Set.
  • School: The school is always the same as that of the single most expensive effect.
  • Disallow Spell Absorb/Reflect: If checked, this spell cannot be absorbed or reflected.
  • Script Effect Always Applies: If not checked, script effects will be subject to resistances. For Example, a player with 50% magic resistance will be affected by a 30 second script effect for only 15 seconds unless this box is checked.
  • Area Effect Ignores LOS: Normally an area effect spell must have line of sight from its center to the target in order to affect it. For example, hiding behind a pillar will protect an actor from a fireball. However, if this box is checked, intervening objects are ignored.
  • Immune to Silence: This spell can be cast even if the actor is silenced. Usually reserved for Greater Powers.
  • PC Start Spell: If checked, the player starts the game with this spell.
  • Auto-Calculate: If checked, the magicka cost of the non-ability or disease spell is pre-calculated, based on the numeric value given to the effects.
  • Spell Level: Sets the skill rank necessary to cast the spell. Normally spell rank is determined by the following game settings: fMagicSpellLevelApprenticeMin, fMagicSpellLevelJourneymanMin, fMagicSpellLevelExpertMin, fMagicSpellLevelMasterMin. Remember that Greater Powers ignore Spell Level, however.
  • Spell Cost: Remember that Lesser Powers magicka cost cannot be modified without the Console or Construction Set. Spells, are affected by the caster's skill, however. See here for details on how the cost is calculated and how skill affects it.

Note about disease: It's important to know that diseases are not intended to be applied to 'generic' actors (Like the 'generic' dog, rat, etc). If you give a base actor a disease, all other individual actors created from that actor will have the disease as well.

For example, if you infect a Clannfear Runt with a disease, all Clannfear Runts of the same type will suffer it too; regular Clannfears or special instances of Clannfear Runts will be ok, but the majority will be infected. Most named human NPCs are unique instances and thus are ok to infect.