Oblivion talk:Dispel

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Questions[edit]

This effect is still unclear for me.

  1. What does "M pts" mean? How can I be sure that one effect would be cleared with my "Dispel 60 pts" potion and other effect would not?
  2. Swordplay page tell us that "Dispel can be used for removing reflect damage from clannfears". Is it true? Or those inborn effects can't be cleared (like Race/Birthsign abilities)?
I've started to do some tests to try to figure out these types of questions, and I've updated the page based on what I could figure out so far. I'd be very interested in knowing whether this seems to agree with what other people have experienced. So far, all my tests have been done by casting spells on myself and then trying to dispel them, so it is possible that spells cast by enemies work differently.
As for inborn effects, based on the game guide dispel "does not affect abilities, diseases, curses, or constant magic item effects". I included this statement on the page. Although I haven't actually tried to test it yet, it seems that it should not be possible to dispel a clannfear's inborn reflect damage ability. --Nephele 21:19, 4 September 2006 (EDT)

Can you please include at least a sample of things that Dispel will affect? Your page and the manual agree on what it won't do, but neither of them tells people what it will do.--Robin Hood 12:58, 31 March 2007 (EDT)

I've expanded the page somewhat to hopefully address your criticism. Let me know if that works, or if you have more suggestions :) --Nephele 15:13, 31 March 2007 (EDT)
That's excellent. Thanks! (Oh, and it wasn't meant as a criticism, just a suggestion. <g>)--Robin Hood 13:28, 1 April 2007 (EDT)

What kind of summons will Dispel affect? Many monsters and undead summon allies. Can any of these adds be dispelled or are they all Powers not conjuration? e.i. Spriggan bear, Skele Champ Guardian, Nether Lich add. Land Dreugh shield? Can we only dispel mage/necromancer summons/adds and casted effects?

Would a chart be possible showing what magnitude od dispel is necessary to dispel common enemy mage effects at different player levels (since enemies are scaled to the player's level)? Necromancers and mages at the player's level 5, 10, or 20 have set skill levels in conjuration so their casting cost could be determined for summoning different things. They start with scamps and eventually have Xiavali. What is the dispel magnitude necessary to unsummon these creatures? 75.221.57.141 09:52, 22 October 2013 (GMT)

Dispel Magnitude[edit]

Was a working formula ever found to link the magnitude with the maximum strength of spells dispelled? The 15/70 and 25/100 statements suggest that the maximum strength dispelled is (3M + 25). Ong elvin 11:29, 24 August 2008 (EDT)

I want to know this too. 173.32.11.67 15:59, 2 November 2008 (EST) (|Helper Unknown)
I am using an Oblivion Mod that allows me to create spell with a magnitude of up to 1000 points. By testing I found out that casting a Dispel 800 pts spell on self will dispel ANYTHING, even spells that cost over 3000 points of magicka! On enemies, a dispel spell with a magnitude of 150 pts is completely sufficient to dispel absolutely everything that can be dispelled, as enemy spells are rather weak, because obviously enemies do not create custom spells at the spellmaking altar, but use those pathetic weak spells created by Bethesda (like summon headless zombie for 25 seconds, that's a laugh). WRFan 11:38, 9 October 2009 (UTC)
It appears that the formula is just maximum strength dispelled = 5M. I made the following custom spells with 100 alteration skill wearing no armor (all spells are on self):
- Shield 55% for 10 sec (15 cost) - dispelled by 3 pt dispel
- Shield 58% for 10 sec (16 cost) - not dispelled by 3 pt dispel
- Shield 82% for 10 sec (25 cost) - dispelled by 5 pt dispel
- Shield 84% for 20 sec (26 cost) - not dispelled by 5 pt dispel
- Shield 99% for 31 sec (100 cost) - dispelled by 20 pt dispel
- Shield 100% for 31 sec (101 cost) - not dispelled by 20 pt dispel
- Shield 100% for 92 sec (300 cost) - dispelled by 60 pt dispel
- Shield 97% for 96 sec (301 cost) - not dispelled by 60 pt dispel
Wearing armor with 95% spell effectiveness gave results as expected:
- Shield 40% for 10 sec (10 cost) - dispelled by 3 pt dispel
- Shield 41% for 10 sec (11 cost) - not dispelled by 3 pt dispel
- Shield 69% for 10 sec (20 cost) - dispelled by 5 pt dispel
- Shield 71% for 20 sec (21 cost) - not dispelled by 5 pt dispel
- Shield 98% for 30 sec (95 cost) - dispelled by 20 pt dispel
- Shield 99% for 30 sec (96 cost) - not dispelled by 20 pt dispel
- Shield 97% for 91 sec (285 cost) - dispelled by 60 pt dispel
- Shield 98% for 90 sec (286 cost) - not dispelled by 60 pt dispel
Unfortunately, my character is not powerful enough to test spells with much higher magnitude, but the formula I derived is consistent with the findings above, and it suggests that 800 pt dispel can only dispel up to 4000 cost spells, not infinite.76.19.118.24 05:13, 23 December 2009 (UTC)simsatellite
That is fine testing work! I'll try to play around with high Magicka values, but I think the formula is ready for the article. Do you want to add it yourself? --Timenn-<talk> 12:55, 24 December 2009 (UTC)
I tested Dispel for high Magicka values, and it appears the 5 × M rule remains valid. What is notable is that the Magicka cost that is taken into account is the Magicka spend by the caster. It means it is not equal to the base cost of the spell. I'm placing the formula on the article. --Timenn-<talk> 19:24, 15 January 2010 (UTC)
Does that mean that the more powerful the caster is, the easier it is for his spells to be dispelled ? If yes (which would be ridiculous to say the very least), please mention it to the article explicitly. Not much of a wonder there are so many magic overhauls around. UDUN 16:29, 7 February 2010 (UTC)
Most likely, but that would need be tested to make sure. --Timenn-<talk> 11:20, 18 February 2010 (UTC)

Dispel does not affect enchantment effects[edit]

Since "Dispel does not affect [...] enchantment effects (either from weapons or apparel)", if I am affected by an enchantment, how can I remove the effect? Is it correct to say that there is no way to remove a magical effect caused by an enchantment? (Unless it's a magical effect that can be cured per se, like Paralyze that can be cured with a potion of Cure Paralysis, for example.)

How does weakness to magic stacking effect dispel?[edit]

If I want to make a spell "*Weakness to Magic 100% on Target for 10 secs *Dispel Target 100 pts" then if cast twice fast on target will the second cast be dispelling 200 pts? This would be useful for adding low level dispel to a weapon enchantment stack because it would not dispel the other effects, ie. damage, weakness, silence, and would cost very little charge to quickly build up a powerful dispel on the target of your weapon. Great Vs. Necromancers and Conjurers if it works. Guess I can test it with a custom long duration high cost fire damage spell on target and see. May do and post results. As it is a non-aggressive spell is it effected this way by weakness to magic? 206.53.58.90 01:52, 26 February 2010 (UTC)

It appears Dispel does not stack with Weakness to Magic. "*dispel target 5 pts *weakness to magic 100% for 15 secs on target" failed to dispel after 5 casts within the first 15 secs of first cast "*fire damage 3 pts for 60 secs on target" costing 55 pts magicka when both where cast at 95% effective. Perhaps this should be on the page. Can anyone confirm that dispel does not stack? 206.53.58.90 02:04, 26 February 2010 (UTC)

Conjuration vs Dispel[edit]

in order to unsummon a creaturecreated by an enemy spellcaster, do you target the caster or the creater? or either? The Wurm 07:07, 10 April 2010 (UTC)

You must target the summoner, not the summoned creature. --Timenn-<talk> 10:26, 12 April 2010 (UTC)

Thanks. The Wurm 22:43, 13 April 2010 (UTC)

Adding dispel on Self after touch spells does not make reflect-proof spells[edit]

One part in the "Notes" section is incorrect: Dispel can NOT be added to custom "on Touch" spells to effectively create reflect-proof spells. I tried this on the latest patched Oblivion Xbox 360 console version with all DLC installed. I added Dispel on self at the end of a drain health 100pts for 1 sec on touch with 1 sec Soul Trap spell. I made it very large, just to be sure it would be effective (30 pts, even though about 2-8pts should´ve been enough, depending on the skill level). I summoned a creature, first fired a 100% Reflect Spell for a few seconds, then used the spell I created. Off course I lowered my health to a very low level (only a few hit points left). Every time I tried I died instantly. The person in question who added this to the Notes section must´ve been using a particular mod.

I saw this and did some testing of my own. Judging by the brief appearance of the spell effect icon in the top right and some curious interactions detailed below, it appears that you are very briefly under the effect of the reflected spell before it is dispelled and that for some spell effects this does very functionally protect you and for others it does not.
If it's a Drain effect, it will indeed take full effect for a brief instant. For Drain Health/Endurance, this can cause an instant death. For Drain Fatigue or attributes that influence Fatigue like Agility, this will cause your character to fall briefly before getting up if you reach zero Fatigue. Paralyze will cause you to fall briefly in an identical manner regardless of duration. If it's a Damage or Absorb effect, it will be almost entirely mitigated. 100 point magnitudes for 1 second only produced 1-2 actual damage to the resource in question (the result was inconsistent) with the very notable exception of Shock Damage.
Shock Damage and Disintegration effects produced their full 1 second magnitude with a 1 second spell. When the duration was extended to 2 seconds or higher, Disintegration effects again produced their full 1 second magnitude and no more, but Shock was again crippled to 1-2 total damage like the rest of the damage effects. So a duration of 2 or more is an effective countermeasure if you wish to use this interaction with Shock spells.
Burden could produce the over-encumbrance messages but my character never came to even a brief stop. Silence similarly produced no interruption to spell spamming even with rapid block-casting of touch spells.
I'll update the page later to reflect these findings because this mitigating effect is still very useful even if it isn't a flawless or perfect counter to all spell effects. I also dislike referring to this interaction as "reflect-proof" because its a bit of a misnomer. Reflect-proof can imply your spell succeeds as normal and the target doesn't remain protected from it's effects, which I'm sure nobody is claiming is what happens. Vivenmort (talk) 15:22, 4 December 2023 (UTC)
Hey there Vivenmort, nice find! I was the one who made this post a while ago. I only checked it with Drain effects, not other offensive spells, so it's good of you to have done so! The only spells I'm still missing here however are the Weakness to [blank] spells. Perhaps you also had conclusions on those? If you have these I think we are complete! :) I will also add Silence and Burden to the page, since those are missing as of now. C0rTeZ48 (talk) 00:14, 5 December 2023 (UTC)
Weakness spells behave as you might expect; the effect is simply too brief to matter. A subsequent reflected spell arrives too late for it to be influenced by the weakness, and I couldnt manage to time a reflected weakness spell successfully with an enemy spellcast either. Perhaps it's possible, but if it is the window is very tight indeed.
I omitted my Weakness, Burden, and Silence findings from the main page in the interest of brevity because it is functionally a full counter for those effects in my opinion with no further caveats or details. Vivenmort (talk) 03:14, 5 December 2023 (UTC)