DFU Mod:Kab's Unleveled Spells/Spell Effects

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In order to make non-scaling (aka unleveled) spells viable, certain spell effect costs had to be changed compared to classic. Some effects required lots of level scaling to be even worth casting, for example most Chance-based effects. Also, for almost every effect in the spellmaker, it was always optimal to have values like "1 + 5 per level", because the scaling value was much more cost efficient than the flat one. That is, "20 + 1 per level" was probably more expensive, and was worse for a level 5 character or above.

Because this scaling in spells always introduced a tipping point where after a certain level, it was strictly better than flat values, it was impossible to balance, and would have most likely always ended up being boring. This is the problem that led me to create this mod, so that spells just wouldn't have this level scaling.

Formulas[edit]

Here's the two formulas used for calculating the spell effect's costs (gold and spell points), as well as the variables involved.

Each spell effect has three attributes: duration, chance, and magnitude. For each attribute, classic has three costs associated with it: flat value cost, scaled value cost, and fixed cost. For example, a Jump effect of duration "5 + 1 per level" has a flat value of 5, and a scaled value of 1, per level. The flat value cost is multiplied with the flat value, the scaled value cost is multiplied with the scaled value, and both are added to the fixed cost.

In Unleveled Spells, all scaled value costs and fixed costs have been reduced to 0, and are not represented in the table.

"Factor" is a new value for certain spell effects. If present, the effect uses a different formula from the classic one.

The formula is:

If Factor is 0, then

  • gold cost = duration cost * duration value + chance cost * chance value + magnitude cost * magnitude average
  • spell point cost = gold cost * (60 - skill / 2) / 400

If Factor is not 0, then

  • If the spell has magnitude and duration, base cost = factor * duration value ^ 0.7 * (magnitude value)
  • If the spell has duration and chance, base cost = factor * duration value * chance value ^ 1.28
  • gold cost = base cost * 40 / 6
  • spell point cost = base cost * (60 - skill / 2) / 60

The "Factor" formula rewards chance values lower than 100%: casting a 50% chance spell twice is cheaper than casting a 100% chance spell once. It also rewards high duration, low magnitude effects more than low duration, high magnitude effects (relevant for Continuous Damage or Regenerate, for example).

Effect Tables[edit]

The following tables highlight the differences between classic and Unleveled Spells. Differences are shown by two values, with an arrow from the previous to the new (ex: 100 -> 0, from 100 in classic to 0). Single values means that this value is unchanged from classic.

Simply multiply that "cost" value with the associated value in the effect (ex: Jump of 5 duration * 20 cost = 100 gold).

As described above, effects with a "Factor" value use a new cost formula. Effects without that "factor" use the classic formula.

Alteration[edit]

Effect Duration Chance Magnitude Factor
Climbing 20
Elemental Resistance 100 -> 0 0 -> 50
Jumping 20
Paralyze 28 -> 0 28 -> 0 0 -> 50
Shield 28 -> 8 80 -> 8
Slowfall 20
Water Breathing 20


Destruction[edit]

Effect Duration Chance Magnitude Factor
Continuous Damage: Fatigue 20->0 40->0 0->0.6
Continuous Damage: Health 28->0 40->0 0->0.75
Continuous Damage: Spell Points 40->0 40->0 0->0.9
Damage: Fatigue 20->4
Damage: Health 20->5
Damage: Spell Points 20->6
Disintegrate 80->0 0->500
Drain Attribute 1 8
Transfer Attribute 2 60->16
Transfer Fatigue 2 60->16
Transfer Health 2 60->24
1Base cost of 116 from classic removed
2Base cost of 40 from classic removed

Illusion[edit]

Effect Duration Chance Magnitude Factor
Chameleon (Normal) 20
Chameleon (True) 40
Invisibility (Normal) 40
Invisibility (True) 60
Light 8
Shadow (Normal) 20
Shadow (True) 40


Mysticism[edit]

Effect Duration Chance Magnitude Factor
Comprehend Languages 60->0 40->0 0->40
Create Item 60
Dispel Daedra 120->0 0->120
Dispel Magic 120->0 0->120
Dispel Undead 80->0 0->80
Lock (Leveled) 1 2 28->0 0->75
Open (Leveled) 20->0 0->100
Lock (Unleveled) 2 28->0 0->42.6
Open (Unleveled) 20->0 0->71
Silence 20->0 20->0 0->40
Soul Trap 60->8 40->8
1You can switch between "leveled" (classic) and "unleveled" Lock/Open in the mod settings.
2Base cost of 120 from classic removed.

Teleport has a fixed cost of 240 gold (or 21 spell points at 50 skill).

Restoration[edit]

Effect Duration Chance Magnitude Factor
Cure Disease 8->0 0->200
Cure Paralysis 20->0 0->100
Cure Poison 8->0 0->200
Fortify Attribute 1 28 40->28
Free Action 20
Heal Attribute 40->12
Heal Fatigue 8
Heal Health 20->16
Regenerate 100->0 8->0 0->2.4
Spell Absorption 28->0 28->0 0->100
1Base cost of 120 from classic removed

Thaumaturgy[edit]

Effect Duration Chance Magnitude Factor
Charm 40->0 0->100
Detect Enemy 1 20->8
Detect Magic 1 20->8
Detect Treasure 1 20->8
Levitate 60
Pacify Animal 1 60->0 0->80
Pacify Daedra 2 60->0 0->100
Pacify Humanoid 3 80->0 0->120
Pacify Undead 3 80->0 0->120
Spell Reflection 28->0 28->0 0->120
Spell Resistance 20->0 20->0 0->80
Water Walking 20
1Base cost of 160 from classic removed
2Base cost of 36 from classic removed
3Base cost of 60 from classic removed

Identify has a fixed cost of 240 gold (or 21 spell points at 50 skill).