Oblivion:Frenzy

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OB-icon-Frenzy.png Frenzy
School Illusion
Type Offensive
(Non-hostile)
Effect ID FRNZ
Base Cost 0.04
Barter Factor 0
Availability
(Click on any item for details)
Spells
Scrolls
Arrows
Staves

Frenzy up to level L for D seconds

Increases the target NPC's Aggression (i.e., its inclination to attack). Afflicted targets will generally be unable to distinguish friend from foe, and will attack anyone who is nearby. Creatures, including Undead and Daedra, are not affected. Casting this spell on someone is not considered to be an assault.

For calculating magicka costs of this spell, the level needs to be converted into a magnitude, see Magnitude to Level Conversion. One implication is that the enemy levels affected by any Frenzy spell will be less than the quoted values if your Spell Effectiveness is less than 100%.

Notes[edit]

  • This effect can be gained for spell making and enchanting via spells only. The Blessing of ManiaSI and Ahjazda's ParanoiaSI Greater Powers also grant this spell for enchanting after choosing the Mania Entrance for the first time or completing The Coming Storm quest.
  • If you cast Frenzy on a spellcaster with an active Summon spell, you may be able to make the summoner turn on his creature.
  • This spell is especially effective in dungeons or areas with lots of NPC enemies if you have an invisibility spell or potions. Cast Frenzy on one or more enemies, turn invisible, and they will most likely fight to the death.
  • Be careful when targeting people with Frenzy inside towns as this may result in the death of NPCs you may need later for quests or trading.
  • It can be fun to create a maximum magnitude Frenzy spell, combined with a Rally spell, with a large range to cast within a populated area. Save before doing so, as the following destruction is likely to be immense.
  • Turning an NPC in a crowd, even for only 3 seconds, will make it hostile to the rest of the crowd until either it or the crowd is dead
  • While creatures, daedra and undead are not affected by the effect itself. It is still possible to "frenzy" them with custom spells, refer to Useful Spells
  • Guards are a special case because of their AI that disallows them to assault the player or other NPCs regardless of the guards' own aggression. So they will not attack even if your cast succeeds. However they can be tricked to attack your summons, as guards have negative disposition towards Daedra/Undead, which causes them to become "aggressors" against you. If a guard becomes an aggressor nearby NPCs and guards will attack him. Killing him yourself is also no longer considered a crime. Since guards are constantly ten levels higher than the player, a high magnitude Frenzy spell and 100% Spell Effectiveness are necessary to affect them. Cast frenzy on a guard and summon a skeleton facing away from the guard. If your summon is not facing away or you summon it before the frenzy its very likely it will attack first and become aggressor instead of the guard.

Bugs[edit]

  • If you cast this spell on respawning NPCs (e.g. Adoring Fan) they will act like they are under the Frenzy effect whenever they respawn.
  • Sometimes you can still get a bounty for assault. In the stats menu, you will have a bounty of 0, but the guards are attacking you anyway. Even if they some how stop attacking you, like paying off the fine, talking to a bugged guard then you instantly be charged with assault.
  • Repeatedly casting a high-level 1-second frenzy spell on the same target in a crowded area may cause the crowd start attacking each other uncontrollably permanently.

See also[edit]

Sections:

Related effects: