Oblivion
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Ortorin

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Ortorin

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About this mod

On-self spells will stay active and reduce your maximum magicka until dispelled. Works for most beneficial spell effects. Compatible with any mods that change spell cost. Highly configurable. Requires OBSE.

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Permissions and credits
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Description
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Most beneficial spell effects will now stay active until dispelled. In exchange, your maximum magicka will be reduced. The base magicka cost to channel a spell is (spell magnitude cost * 30 seconds duration cost). In this, it will be as if you have casted a 30 second spell right before a fight. No more forgetting to put on a shield spell or running out of light at the wrong time.

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Usage
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To channel a spell, you must first be able to cast it. Upon casting the spell, and only if the spell is made of the allowed spell effects, your magicka will be refunded for the cast while your maximum magicka is reduced. 

To remove a channeled spell, you only need to cast it again. You can also use the (optional) "Channeled Spell Removal" lesser power or the (optional) hotkey to remove channeled spells as well. Double pressing the power or hotkey will remove all channeled spells.

When casting spells with multiple effects, each effect type will add or remove its channeled version. So, if you have a feather spell active and then cast something like "Buoyancy" that has both feather and water breathing, the feather effects will cancel out and you will be left with only the water breathing effect.

Includes a "hardcore" setting for "Burnout." Based on how much magicka you have reserved for your Channeled Spells, if your magicka reserves ever dip too low, your Channeled Spells will lose their power. The threshold can be adjusted through a setting, but generally, the more spells you have Channeled, and the more magicka those spells take, the more magicka you must keep in reserve to maintain your Channeled Spells.

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Additional Info
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Channeled Spells are applied as a "disease" spell. This is done for scripting reasons. They can be dispelled in different ways, but the mod will add them right back again.

Added a fix for NPCs greeting the player as if their Channeled Spell was a "real disease." This fix changes a quest that controls dialog, and is comparable to other fixes to the general "disease greeting bug." Make sure this mod loads after other mods like "Dialog Tweaks Fixes and Restorations." 

Mod comes with a "Channeled Spells.ini" file for configuration. To help make this mod compatible with other mods that change spell costs, all of the spell effects can have their costs individually scaled. There are also settings to control the script speed for computer performance, the amount of messages the mod sends, and other quality-of-life settings.

List of allowed spell effects.
Spoiler:  
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Chameleon
Detect Life
Fire Shield
Frost Shield
Feather
Light
Lightning Shield
Night-Eye
Reflect Damage
Reflect Spell
Resist Disease
Resist Fire
Resist Frost
Resist Magic
Resist Normal Weapon
Resist Paralysis
Resist Poison
Resist Shock
Shield
Water Breathing
Water Walking


Fortify effects and spell absorption were the main effects restricted. This was done to try and keep the game balanced. Reducing the player's overall available mana is the main balancing mechanic of this mod. Constant spell absorption could make fights against mages easier than intended. And fortify effects have all sorts of edge-case ways of being overly powerful if it is easy to keep them active at all times.
If you disagree with my balance decisions, you can make a patch for this mod.


This mod should be compatible with most other mods. Just place below any mods that change spell costs and touch dialog to be safe.