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This is a list of spell merchants by their locations. Computer vision system toolbox crack. Instead of listing every spell each merchant sells, this list simply denotes the number, type, and level of spells he/she sells. Click on the merchant's name to get a complete list of his/her spells and the times at which he/she will sell them. Apr 10, 2010 Chameleon and Invisibility are Illusion magic spells that just seem way too overpowerful in Oblivion. Chameleon at 100% could be enchanted to your gear, making you invincible. Invisibility could be doen in a three second spell, that would keep anyone invisible for ever, as it took so little magic points.
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Chameleon | |
---|---|
School | Illusion |
Type | Defensive |
Effect ID | CHML |
Base Cost | 0.63 |
Barter Factor | 65 |
Availability (Click on any item for details) | |
Spells Custom Potions Built-In Potions Scrolls Sigil Stones Apparel |
Chameleon M% for D seconds
Chameleon is a similar effect to Invisibility. The chameleon effect is not perfect, but it lasts for the entire duration of the effect, regardless of what actions you take. You become more difficult to see at a distance and in light, like a partial invisibility. As you approach 100% chameleon, you become so difficult to see that you can literally steal in front of shopkeepers in broad daylight. Take note that Chameleon does not make you silent: as long as you have less than 100%, creatures and NPCs can still find you, particularly by sound if you have a poor stealth skill or heavy boots.
- The percentage M refers to how well you're hidden. Chameleon actually reduces the range at which you can be detected, rather than the chance of you remaining unnoticed.
- Visually, Chameleon will make an actor slowly become more transparent as M increases, vanishing completely at 100%.
100% Chameleon
It is possible to combine multiple Chameleon enchantments to reach 100% Chameleon, causing your character, while performing any actions, to be visually non-existent and nearly completely undetectable. NPCs will only interact with you if they are scripted to by a current quest or if a guard is attempting to arrest you. Values higher than 100% are possible, but do not provide any additional benefit. With 100% Chameleon you are able to move freely throughout the game, killing, stealing, sneaking, and doing almost whatever you want without ever being seen or confronted. You are basically invisible to all living creatures or people within the game. However, you can still be damaged by items or traps.
To achieve 100% Chameleon:
- Enchant 5 pieces of armor or jewelry with Grand level souls, each with 20% Chameleon. To do this you must have:
- Access to the Arcane University's Enchanting Altars (or the Frostcrag Spire official plug-in).
- Access to the Chameleon effect. The most obvious way is to purchase and be able to cast the standard Chameleon spell, but this requires an Illusion skill of at least 50. Alternatively, you can obtain the Fingernail Moon greater power by activating the Shadow Stone.
- 5 soul gems with Grand level souls (or the equivalent using black soul gems or Azura's Star)
- 5 items that you want to enchant. You may want to enchant lightweight (or zero weight) clothing since most enemies will no longer detect you to attack, thus armor rating is no longer important.
- Some items found in-game that can be used in place of one custom enchanted item are: the Ring of Khajiiti from Meridia's quest (35% Chameleon); or, one of several items found in random loot that can provide up to 30% Chameleon.
- Alternatively, Sigil Stones can be used to enchant items without requiring access to the enchanting altar. 5 latent Sigil Stones (20% each) provide the same effect as grand soul gems. With ascendent stones (25%) or transcendent stones (30%) only 4 are necessary.
- Custom chameleon potions can be created, up to a maximum strength of 44% for 143 seconds. Depending upon your alchemy skill you can use potions alone or combine potions with a few enchanted items to obtain 100% Chameleon.
- It is possible to create a 15 second 100% Chameleon spell once you reach Expert level (75) in Illusion; at Master level you can make even longer duration spells, limited only by the magicka cost (at Master level, a 60 second spell costs 274 magicka).
- Combinations of the above. For instance, the Ring of Khajiiti and two items enchanted with transcendent Sigil Stones gives 95% Chameleon from just three inventory slots. A custom spell can then supply the remaining 5% with a 120 second duration for only 41 magicka.
- A long duration 100% Chameleon spell is cast by Volanaro during the Bruma Recommendation Mages Guild quest. It is possible to get the spell cast on your character, as detailed in the quest notes.
Notes
- This effect can be gained for spell making and enchanting via spells or the Shadow doomstone or birthsign.
- While you can kill a random person right in front of the guards and not be seen, if you try to pickpocket a guard and get caught or talk to one with a bounty on your head they will try to arrest you. However, if you 'resist arrest' you may then be able to simply sneak away, as the guard won't be able to see you to attack.
- Attacking with ranged magic can result in being detected in some quests (e.g., the Necromancer's Amulet quest). To become undetected again, leave sneak mode and run somewhere out of sight. The NPCs will go to the position you were at when you left sneak mode, and lose you.
- When going to fight in the Arena, the player will be detected once the gates come down. The above suggestion works in order to become undetected once more.
- Killing members of a faction you are in will still get you suspended or expelled.
- If you summon a creature, or have an NPC following you, they/it will still follow you regardless of your 100% Chameleon.
- Magic Traps will still fire at you.
- 75% to 95% Chameleon instead of 100% Chameleon offers more balanced gameplay. With low or medium sneak skill it is possible to be spotted, so it is still necessary to play the game tactically. At expert sneak you become virtually undetectable. You can walk right under people's noses in broad daylight as long as you don't interact with them. Most enemies will find you if you attack though.
- If you find it difficult to walk around without seeing your 100% Chameleon character, cast a Chameleon spell upon yourself. When the spell expires, you will become partially visible as if you're not 100% Chameleon.
- If you are sneaking when you attack, you will always get a sneak attack bonus with 100% Chameleon.
- Interestingly, with 100% Chameleon you will be undetected even when carrying a torch, which is useful at night or in a dark dungeon (even though torches count as a light source and will alter the effectiveness of sneaking).
See also
Sections:
- Sneak: Tips on how to sneak effectively
Related effects:
Alchemy Ingredients
The following alchemy ingredients can be used to make a potion of Chameleon:
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Obtida de 'https://pt.uesp.net/w/index.php?title=Oblivion:Chameleon&oldid=6966#100.25_Chameleon'
Needs more javascriptsThis mods adds a number of spells with familiar Illusion effects mainly geared toward levels 1-50. The primary goals of these spells are to give an illusionist the tools they require to overcome or evade almost any encounter and to make learning of this school more natural.
In short, I feel that Illusion has been significantly toned down in favor of shouts. To remedy the situation, some of the spells from the previous titleshave been brought back.
Contents
- Implementation Progress
The Scope of Illusion Spells
The primary motivation for creating these spells is to enable the player to rely primarily on Illusion magic.That does not involve nuking everything between Solitude and Riften with a meteor shower,instantly killing an enemy that is asleep,or auto-casting fire frost and lightning whenever an enemy approaches.
The school of Illusion has historically (TES) not been used to inflict physical, poison or magic damage to other creatures. That is the domain of destruction magic and alchemy. I find it unfortunate that some other mods include damage-spells under the school of Illusion. I think they draw inspiration from other games where distinctions between different schools of magic is hardlya topic at all.
On the other hand, Mysticism does provide health and stamina absorption spells, but I'm not sure as to whether I wish to implement them.I have worked around the fact that Mysticism has been cut from TES: Vby adding a requirement to certain spells that the caster must be trained in one or several additional schools before the spell will have any effect. This includes teleportation and luminosity spells (alteration), absorption spells (restoration) and reflection spells (destruction).Additionally all spells listed as Mysticism spells require the Mirror perk.
You are encouraged to check out the UESP lore page on Illusion. That page serves as general guidelines on what these spells should do. Here is a quick summary:
Illusion spells can change a target's visibility, produce or remove light, produce or remove noise, charm a creature,induce hatred in it or calm it down, enhance or remove a creature's courage, prevent a creature from seeing or moving,or allow the target to see even in total darkness.
Illusion Spells
All spells should be available for purchase with vendors that sell Illusion spells and at locationsin the game where Illusions spells occur via leveled lists (loot chests and so on). You will noticethat all entries state LL under Availability. That means what I just said. I the future, I may decide to distribute some of the spells in the world manually, but given the frailty of this approach, it's probably going to be released as an 'optional file'.
Spell | Effects | Availability | |||
---|---|---|---|---|---|
- Anticaster spells - | |||||
Pandemonium - I | 00 | 55 | 10 | Disturbing sound on target, 5-15 pts for 12 s (L 6/12) | LL |
Pandemonium - II | 25 | 155 | 10 | Disturbing sound on target, 15-35 pts for 24 s (L 13/24) | LL |
Pandemonium - III | 50 | 280 | 10 | Disturbing sound on target, 35-55 pts for 36 s (L 19/38) | LL |
Silence - I | 50 | 265 | 10 | Silence target at most 10ft away for 16 s | LL |
Silence - II | 75 | 466 | 10 | Silence target for 32 s | LL |
Silence - III | 100 | 819 | 10 | Silence target for 48 s | LL |
- Command spells - | |||||
Possess Creature - I | 25 | 152 | 10 | Command creature for 30 s (dc 45s, L 3/6) | LL |
Possess Creature - II | 50 | 255 | 10 | Command creature for 45 s (dc 68s, L 6/12, max 2 servants) | LL |
Possess Creature - III | 75 | 346 | 10 | Command creature for 60 s (dc 90s, L 9/18, max 3 servants) | LL |
Possess Creature - IV | 100 | 509 | 10 | Command creature for 80 s (dc 120s, L 13/26, max 3 servants) | LL |
Subjugate - I | 25 | 179 | 10 | Command humanoid for 30 s (dc 40s, L 3/6) | LL |
Subjugate - II | 50 | 301 | 10 | Command humanoid for 45 s (dc 60s, L 6/12, max 2 servants) | LL |
Subjugate - III | 75 | 408 | 10 | Command humanoid for 60 s (dc 80s, L 9/18, max 3 servants) | LL |
level | mana | gold | LL | ||
- Combat and Stealth spells - | |||||
Sanctuary - I | 00 | 67 | 10 | 25% chance to ignore 5-25 pts of damage from any weapon excuding bows [1] | LL |
Sanctuary - II | 25 | 125 | 10 | 25% chance to ignore 5-45 pts of damage from any weapon excluding bows. 45% chance to ignore 15-95 damage from creatures. | LL |
Sanctuary - III | 50 | 210 | 10 | 35% chance to ignore 15-75 points of damage from any weapon and 35-155 damage from creatures | LL |
Chameleon - I | 00 | 69 | 10 | Chameleon 15% for 35 s | LL |
Chameleon - II | 25 | 185 | 10 | Chameleon 30% for 45 s | LL |
Chameleon - III | 50 | 282 | 10 | Chameleon 50% for 55 s | LL |
Chameleon - IV | 75 | 361 | 10 | Chameleon 70% for 75 s | LL |
Chameleon - V | 100 | 484 | 10 | Chameleon 90% for 85 s | LL |
Hide | 50 | 162 | 10 | Invisibility for 20 s | LL |
Ghostwalk | 75 | 349 | 10 | Invisibility for 35 s (renamed invisibility spell) | LL |
Spectral Form | 100 | 715 | 10 | Invisibility for 60 s | LL |
Muffle - I | 00 | 65 | 10 | Movement noise -35%, speed -8%. Lasts 90 s [2] | LL |
Muffle - II | 25 | 110 | 10 | Movement noise -45%, speed -6%. Lasts two minutes | LL |
Muffle - III | 50 | 155 | 10 | Movement noise -55%, speed -4%. Lasts three minutes | LL |
Apparition - I | 75 | 550 | 10 | Movement noise -65%, speed -2%. Chameleon 30%. Lasts four minutes | LL |
Apparition - II | 100 | 843 | 10 | Movement noise -70%. Chameleon 70%. Lasts four minutes | LL |
level | mana | gold | LL | ||
- Mind Influence and World Perception spells - | |||||
Beacon | 00 | 66 | 10 | Creates a gravity-bound sphere of light. Radius ~1500 | LL |
Bright Flare | 25 | 136 | 10 | Creates a gravity-bound sphere of light. Radius ~3000, travels faster. | LL |
Balefire | 50 | 187 | 10 | Creates a gravity-bound sphere of light. Radius ~6000, very fast, sticks to surfaces (24 s). | LL |
Third Vision | 00 | 25 | 10 | Night-Eye on self for 82 s. Effect fades out. | LL |
Sixth Vision - I | 25 | 59 | 10 | Night-Eye on self for 123 s. Effect fades out. | LL |
Sixth Vision - II | 50 | 131 | 10 | Night-Eye on self for 185 s. Effect fades out. | LL |
Sixth Vision - III | 75 | 273 | 10 | Night-Eye on self for 227 s. Effect fades out. | LL |
Sixth Vision - IV | 100 | 533 | 10 | Night-Eye on self for 415 s. Effect but fades out. | LL |
Charm - I | 25 | 260 | 10 | Barter 5% better, boost persuasion by 15 pts | LL |
Charm - II | 50 | 480 | 10 | Barter 15% better, boost persuasion by 25 pts | LL |
Charm - III | 75 | 810 | 10 | Barter 25% better, boost persuasion by 35 pts | LL |
Charm - IV | 100 | 1246 | 10 | Barter 45% better, boost persuasion by 45 pts | LL |
Remarks
[1]: The caster of any sanctuary spell is subject to contacting a 'greivous wound disease' that will stop health regeneration until healed at an alter or with a cure disease potion. Chance to get a bleeding wound increases with number of hitstaken.
The damage reduction points (15-75, 35-155, etc) are calculated at random, i.e.not depending on the game difficulty or any other factors.
[2]: Original muffle spell (
0x43323
) is untouched, use it if you think it's any good.Mysticism Spells
Spell | Effects | Availability | |||
---|---|---|---|---|---|
Absorb Speed - I | 45 | 118 | 10 | Slow target by 18 points, gain half of that speed (L 13/24)[1] | LL |
Absorb Speed - II | 75 | 248 | 10 | Slow target by 22 points, gain half of that speed (L 26/52) | LL |
Absorb Speed - III | 100 | 447 | 10 | Slow target by 26 points, gain half of that speed (L 26/52) | LL |
Mark | 50 | 630 | 10 | Marks a place | LL |
Recall | 50 | 255 | 10 | Teleports caster to previously placed mark[2] | LL |
Divine Intervention | 50 | 455 | 10 | Teleports caster to a close by or far away divine alter | LL |
Detect Enchantment | 45 | 270 | 10 | Sense items imbued with magic, 2000 pts for 12 s | LL |
Mirror - Sotha's | 50 | 461 | 10 | Reflect single-projectile spells for 36 s[3] | LL |
Mirror - Shalidor's | 75 | 670 | 10 | Reflect single-projectile spells for 72 s | LL |
Mirror - Llivam's | 100 | 911 | 10 | Reflect single-projectile spells for 144 s | LL |
Spelldrinker - I | 50 | 330 | 10 | Absorb 15 pts on self for 77 s. Magicka regeneration -30% | LL |
Spelldrinker - II | 75 | 442 | 10 | Absorb 22 pts on self for 111 s. Magicka regeneration -50% | LL |
Spelldrinker - III | 100 | 547 | 10 | Absorb 30 pts on self for 188 s. Magicka regeneration -70% | LL |
Remarks
[1]: If a target is affected by Absorb Speed, re-casting it will result in a 'Actor resisted spell' notification and no effects will be applied.Casting the spell on several targets will slow them all, and affect only one speed bonus for all targets. If the spell exhibits different behaviour then it is a bug.
[2]: If you use Recall to alleviate the tediousness of some fetch quests, the outcome may not always be optimal because some quests pose objectives that requireactivation of specific doors before the quest advances to the next objective orstage (e.g The Way of the Voice). I have no intention of working around this issue.
[3]: Casting Mirror the first time (after installing an additionalspell plugin or DLC) will produce a message box. It should not appear again once the process of sorting supported spells is completed. With Skyrim alone (188 single-projectile spells), the initialization takes about 15 secondson my computer.If enough people complain about this, I might make the init-routine run when the mod is installed instead of when the spell is used.
The Perk Tree
Some changes were necessary to the Illusion tree, because:
- it was entirely ineffective against some enemies
- difficult to level naturally (without grinding or exploiting some mechanism)
- melee combat and destruction are far more powerful
The last point is not entirely true at early levels, but I think it's a valid claim for levels above 20.
It became increasingly annoying after several play-throughs that Illusion could not be used effectively to deal with all enemies.That holds for any definition of effective which involves fun and not just watching NPCs hack at each other.Destruction, bows, hammers, etc. became much more powerful (much sooner) in dealing with enemies.Effectively rendering Illusion spells pointless and boring at best.By the time I could unlock Quiet Casting or Master Mind, other skills were so dominant, that even spending those perk points was more of a role-playing decision than a practical advantage.
The approach to the solution is simple;
- make Illusion even more powerful early
- introduce tools that remain effective and fun beyond level 50
- deal with Dwemer machines
Dragons remain a problem for an Illusionst.I think that is fair because they have been around for some time and are difficult to trick.Although I do think it should be possible to pacify them after gaining some recognition as their peeror when you master more shouts than they do.
Details about perks
mnemonic | meaning |
---|---|
NN | minimum level to unlock perk |
Perk name | in-game title of a perk in the Skills menu |
[old name] | perk names remain the same |
{KK,MM} | adds KK levels to magnitude. adds MM levels to magnitude for vanilla spells (e.g. Possess Creature works on level 3+KK enemies) |
* | new perk |
!x.yy | means not implemented in version x.yy or any other version |
Implementation Progress
List of all spells and their status
Progress | Effect | Spell | Skill Requirements |
---|---|---|---|
0 | Absorb <attribute> | Illusion 45, | |
0 | Absorb <skill> | Illusion 45, | |
0 | Absorb health | Illusion 45, Alteration 25 | |
0 | Absorb magicka | Illusion 45, Alteration 25 | |
0 | Absorb stamina | Illusion 45, Alteration 25 | |
0 | Blind | ||
0 | Detect Animal | ||
0 | Dispel | ||
0 | Paralyze | ||
2 | Spell Absorption | Spelldrinker | Illusion 45, Alteration 35, Restoration 35 |
1 | Spell Reflection | Mirrors of Sotha, Shalidor, Llivam | Illusion 45, Alteration 35, Destruction 35 |
1 | Command Creature | Possess Creature | |
1 | Command Humanoid | Subjugate | |
1 | Detect Enchantment | Detect Enchantment | |
1 | Sound | Pandemonium | |
1, | Absorb speed | Absorb Speed | Illusion 45, Alteration 20 |
1. | Chameleon | Chameleon | |
1. | Silence | Silence | |
2 | Divine Intervention | Divine Intervention | Illusion 45 |
2 | Invisibility | Hide, Ghostwalk, Spectral Form | |
2 | Mark & Recall | Mark, Recall | Illusion 45, Alteration 35 |
2 | Night-Eye | Third, Sixth Visions | Alteration 10, 15, 20 |
2, | Sanctuary | Sanctuary | |
2. | Charm | Charm I-V | |
2. | Light | Beacon, Bright Flare, Balefire | Alteration 10, 17, 23 |
Minor Problems
Light spells: Balefire will sometimes leave behind the light object. This happens when cast on an actor and can be cleared up by re-casting the spell on an actor.
Chameleon: Quicken conversion utility. Changes game settings in a way that is not persistent across saves.That is, if you save and quit, values will be reset to vanilla levels (or default levels of a mod that changes them). The affected game settings are given below, read the comments in
tox_iam_chameleon_QuestScript.psc
for more info.Mods that change these game settings are supported with the global
_tox_chameleon_reset
:- Wait for chameleon spell to wear off, if cast
- Next, set <the global> to 1 and save
- Finally, install the new sneak or stealth mod and load
- - -
Next there is the minor issue of light and shadows showing through the PCs hands in 1 st person,I don't really mind that.
Charm: The effects are ubiquitous; everyone gives better prices after castingthis spell on anyone.
Reflect: There is seemingly no way to intercept an incoming spell. As such spells cannot really be reflected, only detected on impact and cast back. Nevertheless, in essence, I think the effect comes close enough to the original. A more serious issue is that papyrus gets overwhelmed and dumps the stack when there are many incoming spells. In practice this means that some spells will not be cast back when they should be. This happenswhen fighting groups of 5-7 or more mages.
Modern physics book by murugesan free android. Mark: The marker may remain once for every room where the spell is used.
Frequently asked (or anticipated) questions
![Oblivion Oblivion](https://staticdelivery.nexusmods.com/mods/101/images/47372-2-1480004825.png)
Spell Ideas
- taunt (force spell casters and archers to charge)
- Shadow Weave
- Chameleon 20 pts for 10 s on Self
- Sanctuary 20 pts for 10 s on Self
TODO
Magick effects from Oblivion and Morrowind
Some of the magic effects I have missed are listed below. The descriptionsare based on the UESP wiki, with minor changes where needed. I put together this list mainly for my own sake while deciding which spells to include. Use it for reference or not at all. The list of Morrowind character attributes is relevant to the various absorbption spells.
UESP Links
Morrowind:Mysticism
Morrowind:Mysticism_Spells
Morrowind:Illusion
Morrowind:Illusion_Spells
Oblivion:Mysticism
Oblivion:Illusion
Oblivion:Spells#Illusion
Oblivion:Spells#Mysticism
Oblivion:List_of_Spells_by_Effect
Morrowind:Mysticism_Spells
Morrowind:Illusion
Morrowind:Illusion_Spells
Oblivion:Mysticism
Oblivion:Illusion
Oblivion:Spells#Illusion
Oblivion:Spells#Mysticism
Oblivion:List_of_Spells_by_Effect
Oblivion, Illusion
- Chameleon M% for D seconds
- The percentage M refers to how well you're hidden. Chameleon actually reduces the range at which you can be detected, rather than the chance of you remaining unnoticed.
- Visually, Chameleon will make an actor slowly become more transparent as M increases, vanishing completely at 100%.
- Charm M points for D seconds
- Charm increases the disposition of the target by M points for D seconds.
- buy and sell goods at more reasonable prices.
- target willing to provide the caster with information, and more easy to persuade
- Command Creature up to level L for D seconds.
- Undead are affected by this attack.
- Command Humanoid up to level L for D seconds.
- Chance of lowering disposition
- Invisibility for D seconds
- Add options at lower levels, if at all (there are some invisibility spells on nexus already)
- Light M feet for D seconds
- makes a region uniformly bright up to a distance M from the target
- Night-Eye for D seconds
- makes everything appear blue, and therefore makes it more difficult to pick out items and more difficult to recognize dark corners to sneak in
- Paralyze for D seconds
- Paralyze immobilizes the target for D seconds. (maybe add close-range, on-touch, short duration options)
- Silence for D seconds
- The bane of all spellcasters. You cannot cast spells while silenced. It is still possible to use potions, staves, and scrolls.
Morrowind, Illusion
- Blind M% for D seconds
- Causes the target's vision to be obscured, making it harder for them to see. The Magnitude is the degree of blindness. At 100%, they will be completely unable to see anything. If you attack a blinded opponent, they may attempt to flee.
- Could be difficult to implement properly (trespassing, stealing, reporting crime. missing attacks in combat should be easy.)
- Sound M points for D seconds
- Creates a distracting noise in the mind of the target, decreasing their chance of successfully casting spells by M%.
- Sanctuary M points for D seconds
- Causes the target to be harder to hit by physical attacks. The magnitude is the value that is added to the the target's chance to dodge attacks. (Magical attacks are unaffected.)
Morrowind, Mysticism
- Absorb <Attribute> M points for D seconds
- Gives the caster M points of one of the target's atributes, temporarily.
- When the spell expires, both attributes return to their previous values.
- The effects are not cumulative,
- Absorb {Fatigue,Health,Magicka} M points for D seconds
- Transfers {F,H,M} from the target to the caster.
- The caster may not exceed their own natural maximum {F,H,M} value,
- Even if the caster is at full {F,H,M}, draining effect will continue.
- Detect Animal M feet for D seconds
- The Magnitude is the maximum range of detection (for all detect x spells)
- Causes you to detect all living creatures in the vicinity.
- Detect Enchantment M feet for D seconds
- Causes you to detect all enchanted items in the vicinity, whether out in the open, inside containers, or carried/worn by NPCs.
Oblivion Chameleon Spell Vendor Name
- Detect Key M feet for D seconds.
- Causes you to detect all keys in the vicinity, whether out in the open, inside containers, or carried by NPCs.
- Dispel M%
- Cancels all temporary magic effects on the target (effects from abilities, potions, Constant Effect items, and diseases are all unaffected). This can be used either to remove an enemy's defenses, or to remove negative effects from yourself or your allies. Note that in either case, it will remove both good and bad effects. The magnitude determines the chance an effect is removed. Dispel 100% will always cleanse all the temporary effects on the target.
- Divine Intervention
- Transports you instantly to the nearest (Imperial Cult) shrine
- Mark & Recall
- Teleport back to marked location after casting recall
- Spell Absorption M points for D seconds
- Gives a M% chance that incoming spells will be absorbed, and their casting cost will be used to restore the subject's Magicka pool instead of taking effect. Spells that are not absorbed will behave normally, doing their full effect.
- Reflect M% for D seconds
- Gives a M% chance that incoming hostile spells will be reflected back at their caster. Spells that are not reflected will behave normally, doing their full effect.
Morrowind, character attributes
- Agility
- Block, Light Armor, Marksman, and Sneak.
- It affects: hit chance, anti-stagger, max stamina, sneak, security, acrobatics, block
- Endurance
- Heavy Armor, Medium Armor, and Spear.
- It affects: max hp, max stamina
Oblivion Chameleon Spell Vendor Guide
- Intelligence
- Alchemy, Conjuration, Enchant, and Security. If affects: max magicka
- Luck
- Luck affects everything in a small way, from attacking, successfully enchanting an item.
- Luck is very important for mages, because it increases the chance to successfully cast spells.
- Luck, however, has no effect on the quality or quantity of random loot that you find.
- All characters start out with 40 points in Luck (50 custom class)
- Personality
- Illusion, Mercantile, and Speechcraft.
- It affects: disposition with NPCs - every two points of Personality adds one point to Disposition.
- ability to persuade people by any means.
- ability to bargain, in tandem with the Mercantile skill.
- Speed
- Athletics, Hand-to-hand, Short Blade and Unarmored.
- It affects: How fast you move in the game world.
Oblivion Chameleon Items
- Strength
- Acrobatics, Armorer, Axe, Blunt Weapon, and Long Blade.
- It affects: damage with weapons, including Marksman weapons, and damage to own weapons
- carrying capacity. Your encumbrance is always 5 times your Strength. This, affects speed and jump height.
- Your starting Health and Fatigue.
- Willpower
- Alteration, Destruction, Mysticism, and Restoration.
- It affects: ability to successfully cast spells of any School.
- ability to innately resist Paralyze and Silence magic.
- Your maximum Fatigue.
Morrowind, derived character attributes
Oblivion Restoration Spell Vendor
- Fatigue
- A character's maximum fatigue is the sum of their
- Strength, Willpower, Agility, and Endurance.
- Fatigue plays a part in many actions, so the lower a character's
- Fatigue gets, the more difficult it becomes to fight, cast spells or do anything else effectively.
- Acrobatics
- enables one to jump long distances and to avoid damage when falling from great heights