Talk:Spell Script

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Spell property list[edit source]

These are 92 spells I have researched whose spell costs are modified by skill level, perks, equipment and dual cast. DLC spells aren't included, maybe later. This was to make it easy for someone to just copy/paste from this list and put it in their script, without having to type a lot of them. --Lisselli (talk) 2017-08-09T06:26:11 (EDT)

; Destruction
Spell property Flames auto
Spell property FireRune auto
Spell property Firebolt auto
Spell property Fireball auto
Spell property flameCloak auto
Spell property Incinerate auto
Spell property WallOfFlames auto
Spell property FireStorm auto
Spell property Frostbite auto
Spell property FrostRune auto
Spell property IceSpike auto
Spell property FrostCloak auto
Spell property IceStorm auto
Spell property IcySpear auto
Spell property WallOfFrost auto
Spell property Blizzard auto
Spell property Sparks auto
Spell property LightningBolt auto
Spell property ShockRune auto
Spell property ChainLightning auto
Spell property LightningCloak auto
Spell property Thunderbolt auto
Spell property WallOfStorms auto
Spell property LightningStorm auto
 
; Alteration
Spell property Candlelight auto
Spell property Oakflesh auto
Spell property Magelight auto
Spell property Stoneflesh auto
Spell property DetectLife auto
Spell property Ironflesh auto
Spell property Telekinesis auto
Spell property Transmute auto
Spell property Waterbreathing auto
Spell property DetectDead auto
Spell property Ebonyflesh auto
Spell property Paralyze auto
Spell property Dragonhide auto
Spell property MassParalysis auto
 
; Conjuration
Spell property BoundSword auto
Spell property BoundBattleAxe auto
Spell property BoundBow auto
Spell property ConjureFamiliar auto
Spell property ConjureFlameAtronach auto
Spell property FlamingFamiliar auto
Spell property ConjureFrostAtronach auto
Spell property ConjureDragonPriest auto
Spell property ConjureDremoraLord auto
Spell property ConjureStormAtronach auto
Spell property FlameThrall auto
Spell property FrostThrall auto
Spell property StormThrall auto
Spell property RaiseZombie auto
Spell property ReanimateCorpse auto
Spell property Revenant auto
Spell property DreadZombie auto
Spell property DeadThrall auto
Spell property BanishDaedra auto
Spell property CommandDaedra auto
Spell property ExpelDaedra auto
Spell property SoulTrap auto
 
; Illusion
Spell property Clairvoyance auto
Spell property Courage auto
Spell property Fury auto
Spell property Calm auto
Spell property Fear auto
Spell property Muffle auto
Spell property Frenzy auto
Spell property Rally auto
Spell property Invisibility auto
Spell property Pacify auto
Spell property Rout auto
Spell property CallToArms auto
Spell property Harmony auto
Spell property Hysteria auto
Spell property Mayhem auto
 
; Restoration
Spell property LesserWard auto
Spell property SteadfastWard auto
Spell property GreaterWard auto
Spell property Healing auto
Spell property FastHealing auto
Spell property HealingHands auto
Spell property CloseWounds auto
Spell property HealOther auto
Spell property GrandHealing auto
Spell property TurnLesserUndead auto
Spell property RepelLesserUndead auto
Spell property TurnUndead auto
Spell property CircleOfProtection auto
Spell property RepelUndead auto
Spell property TurnGreaterUndead auto
Spell property BaneOfTheUndead auto
Spell property GuardianCircle auto

Red Cursor[edit source]

I have evidence that scripting spells with Cast have a high probability of setting of the players crosshair to turn red while looking at the far distance, regardless of if the spell is targeted self, target actor, etc. Has anyone else noticed this? Case example is I have an Ability Spell with a script that casts an AOE on myself every 5 seconds. Every time this is cast via Cast or RemoteCast the cursor will flash red while staring at the sky. --Darkconsole (talk) 2015-04-02T20:29:46 (EDT)