Difference between revisions of "Spell"
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A spell is a collection of magic effects that can be placed in an actor's spell inventory. The actor triggers | 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:''' | *'''Type:''' Different types of spells have different data related to duration, magicka cost, spell efficiency, Skill Mastery Requirements, and Daily Cast limit. | ||
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|Ability | |Ability | ||
|These effects are | |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 Skill Efficiency. | ||
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|Disease | |Disease | ||
| | |Disease effects are transferred via an X% chance to transmit Y disease upon each physical blow received. | ||
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|Lesser Power | |Lesser Power | ||
| | |Non hard-coded magicka cost. May be used regularly. Not Affected by Skill Mastery and Spell Efficiency. | ||
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|Poison | |Poison | ||
| | |Unknown effect. | ||
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|Spell | |Spell | ||
| | |Non hard-coded magicka cost. May be used regularly. Affected by Skill Mastery and Spell Efficiency. | ||
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|Power | |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. | ||
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*'''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. | *'''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. | *'''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 | *'''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 | *'''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]]. | *'''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:''' | *'''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 | '''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. | 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. |