Oblivion

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AkhraGee

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AkhraGee

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About this mod

This mod removes mastery levels from spellcasting. Instead of simply being unable to cast a spell, you may always attempt to do so, but trying to wield magicks beyond your skill runs the risk of failure. You might lose the spell, or you might lose far more... Requires OBSE!

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Dedicated to *TheTalkieToaster* for writing the original Spell Failure Chance!

REQUIRES OBSE v0018+
This mod removes mastery levels from spellcasting. Instead of simply being unable to cast a spell, you may always attempt to do so, but trying to wield magicks beyond your skill runs the risk of failure. You might lose the spell, or you might lose far more...

Your chances of successfully casting a spell depend on several factors:

- The cost of the spell you are casting.
- Your skill in the relevant spell school.
- Your governing attribute for that skill.
- Any worn armor or wielded weapon, shield, etc.
- Your current Fatigue ratio.

All of these factors, as well as various failure penalties, can be configured using the Fizzle.ini file. Fizzle.ini also contains a full explanation of the chance-to-cast formula, but here are the basics:

A spell with a casting cost equal to your skill in its school has a base 100% chance of success. More expensive spells have lower chances, and cheaper spells will have over 100% base success (but see below).

Your chance of success is reduced by 1% per point below 50 in the governing attribute for the spell's school, or increased by 1% per point above 50.

Wearing any armor reduces your success chance, but skill in the armor's type can lower this penalty. Light armor causes half the penalty of heavy armor. A Master of Light Armor suffers no penalty at all; a Master of Heavy Armor still has a penalty, but it is greatly reduced.

Some armor pieces hinders casting more than others. Gloves, full helmets and shields are especially cumbersome, while boots matter very little.

Items held in the hands give a penalty when your weapon is drawn. As with armor, the relevant skill can reduce this effect. One-handed weapons and bows give no penalty in the hands of a Master. Two-handed weapons still give some penalty regardless of skill.

In addition to counting as armor, Shields give an extra penalty when readied. This can be reduced by Block skill, but is never eliminated.

A wielded staff increases your chance of successfully casting!

Your Fatigue ratio (current/maximum) affects your chance of success. All the previous factors define your base chance at 100% Fatigue; reduced Fatigue lowers your chance of success, to a minimum 40% of the base chance.

Any time you ready a new spell, swap weapons/armor or otherwise change your base chance of success, you will be shown both your minimum (zero Fatigue) and maximum (full Fatigue) chances of success.