Oblivion talk:Spell Absorption

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Spell Absorption[edit]

What happens if your Spell Absorption + Reflect Spell (+ Resist Magic?) equal more than 100%? Does one take precedence over another? --Abovedust 06:32, 18 August 2006 (EDT)

There is no formula on this page, if someone could confirm how this works. 100% absorption: does this mean that a 50 mana spell restores 50 mana to the character unconditionally? I ask for the sake of Altmer, Apprentice birthsigns, and other naturally vulnerable conditions. Can this weakness equate to more mana for the sake of the vulnerability? I can imagine it calculating based on casting cost from the caster or the equivalent mana based on damage/effect magnitude dealt but do not know for sure. -- Unregistered Me.

Based on an exploit described at Oblivion:Birthsigns#Atronach, it appears that the magicka absorbed is always the base cost of the spell, rather than the caster's magicka cost. In other words, a Flare spell would always result in 11 Magicka absorbed, no matter who/what cast the spell. Some testing to confirm this would be useful, however. --NepheleTalk 11:36, 24 April 2007 (EDT)
I saw a few comments about the fact that even at 100% spell absorption they get hit by their own reflected spells. I think i know the reason for this. When your spell gets reflected your spell absorption chance will be halved. I'm not sure whether it's exactly a 50% reduction, BUT WITH 200 SPELL ABSORPTION YOU WILL ABSORB EVERY SPELL, no matter who casted the spell. — Unsigned comment by 80.143.37.162 (talk) at 22:09 on 9 June 2012

No enchanting[edit]

I added back in the comment about "No enchanting" that was removed earlier, and strongly feel that this comment should remain. Enchanting is disabled for this effect in the construction set, which is an important fact to note. All other effects for which enchanting is disabled have this comment; there is no reason why it should be deleted in this one case. --Nephele 17:05, 30 September 2006 (EDT)

And what does the Type have to do with "No enchanting"? I think there should be some other place for this note. Maybe 'Avalability' just below? --Brightone 17:20, 30 September 2006 (EDT)
If you don't like where a particular piece of information is being provided on a page, appropriate actions would be (a) move the information and/or (b) start a discussion on the talk page. Just deleting the information without any explanation is not particularly considerate of other people's contributions; especially in this case, where your earlier reorganization of Magical Effects deleted the only other place where this information had been available. Furthermore, if you have some thoughts about what belongs under "Type", this is something that needs to be addressed for all the effects pages, not just haphazardly implemented on a single page. --Nephele 18:41, 30 September 2006 (EDT)

Spell Reflection[edit]

Moved this comment from main page:

  • (It is not specified whether spells cast by yourself at enemies, then reflected back at you, can be absorbed or not. -someone please confirm this)

--Nephele 16:22, 17 October 2006 (EDT)

I have tested this. A reflect spell counts exactly like any other spell. Your spells reflect back at you can be absorbed just fine. --Mikekearn 07:32, 10 June 2007 (EDT)

I have 101% spell absorption and have died numerous times to my own spells. The more I think about it, it only happens when fighting Xivali. They have however reflected my spells, and as a high elf apprentice my huge mana pool can be a quick death.

Well, this is just great, but the main page still says "Even with a 100 pt Spell Absorption effect, magic effects reflected back at you will still hit." Very confusing. Mods, how about setting a "verification needed" on that comment, huh? What I can tell you for sure is that Xivilai, those stupid bastards, will absorb spells they cast themselves if they get reflected by the player. Just great, they regenerate their stunted magicka by their own spells! Does anybody know for sure if this shit is supposed to happen? Looks a HUGE BUG to me. Spells reflected are not supposed to be either reflected a second time or absorbed. They can only be resisted, but they are supposed to hit in any case with a 100% chance. Since it doesn't work this way, it's obviously a bug! WRFan 13:51, 21 September 2009 (UTC)

Telekinesis Interference[edit]

I added a note on the Telekinesis talk page, but I thought I should add one here, as well. From what I've determined, 100% Spell Absorption blocks the use of a Telekinesis spell. I think this should probably be added to the main Spell Absorption page. --Mikekearn 06:07, 10 June 2007 (EDT)

Impossible to Understand[edit]

Hello friend. Excuse-me, but are trhee situations explained here, and I ain't be able to know how these are the real effect of the status "Absorb Spell":

First of them : "M% chance to convert all of the energy from a magical effect into your Magicka points" Means that, a offensive spell wich dispend 100 points of Magicka, can be converted at its totality to defensor, M times at a Houndred Hits.

In this case, low rates of absorb is near useless, and average rates such between 40% and 60% are somewhat reckless.


Second One, readed in The "Notes": (...) "The reason points are used is because percent would suggest that with every spell cast on you a percentage of the spell's magicka cost is absorbed similar to the way reflect damage works." It means that, on the same offensive spell above refered, at every 100 points Dispended, with M% of absorb, M will be converted to defensor, and 100-M will really cause damage.

It seems more intuitive to understand among those explanations, and suggests that, at High rates of absorb, one character could be virtually or totally imune to magic.


Third of them: "The point system is used instead where 1 point = 1% chance to absorb the spell's magicka cost and replenish your magicka" ... Indeed, if 1%=1 point converted, spells above 100 points, will never be able to be 100% absorbed, despite the rate of the status, what should be a NON-sense att all, and Magic immunity really impossible to obtain, as well "Absorb Spell" useless against strong ofensive spells...

If someone get tested how the situations really occurs, it would be a great helpfull deal to the gamers,post it in the article. — Unsigned comment by 201.37.98.159 (talk)

other effects[edit]

what other player cast effects are absorbed other than Telekinesis? Diobern 08:45, 7 November 2008 (EST)

Just telekinesis I think. Even negative effect spells when you cast them on yourself still go through... I'm not sure why telekinesis is absorbed... --ZombieRoboNinja 09:23, 2 January 2009 (EST)

it may be that telekinesis is an on target spell that effects the caster-if tk were on self, i postulate that it would not be absorbed. I also postulate that a vampire's sun damage is on self, making it impossible to absorb. Could this be tested please? a similar question that if memory serves was flagged as needing to be answered has since been deleted.

Infinite Magicka?[edit]

Reading through this page, I saw it said "Take advantage of places with constant effect damage spells, for example, the frost damage in Frostfire Glade.".

Wouldn't it be possible to do exploit this, by enchanting a hood with 5 fire damage, or alike?

  • Just tested it, it didn't work

Lava[edit]

What about swimming in Lava? Anyone know? 72.55.140.201 10:09, 3 November 2009 (UTC)

No, Spell Absorption won't help against the damage done by lava. --Timenn-<talk> 11:27, 3 November 2009 (UTC)

resist magic and absorption?[edit]

i you have 50% resist magic will 50% spell absorption make you totaly immune to magic and still get magica when enemys cast spells at you?


mudcrabs, i hate em, its so hard to find them and then WHAM, they get you

It may be "Resist half of the spell, then the 50% left is itself taken in half by the absorb, being attacked by 25% of the spell, or vise versa."

It appears like there is a 50% chance to absorb the whole spell, if that fails then you will only take half damage from the magic

Can Sun Damage be used with Spell Absorption?[edit]

If my spell absorption is at 100%, will Sun Damage caused by being a vampire be used to regenerate magicka?— Unsigned comment by 67.164.20.75 (talk) on 11 February 2010

Nope, there's no way to avoid sun damage in vanilla oblivion, since it is applied as an ability rather than as a spell. Meaning that even with 100% spell absorption, reflect damage or resist magic, you still take sun damage. --S'drassa T2M 22:28, 11 February 2010 (UTC)

Infinite High Level Casting, nearly like god mode[edit]

With Spell Absorption 100 and Mysticism 100 you can add Telekinesis to high level custom spells costing up to half your magicka minus one and then you will be able to cast it repeatedly on fast cast without running out of magicka. Specifically Telekinesis regenerates 28 points for ever 5 points spent on it (tested at 104 spell absorption and 100 mysticism) at 100 Mysticism and 100 Spell Absorption so if you have 200 magicka you can make a spell costing 99 magicka of which 20 points are spent on telekinesis and 79 points are spent on damage/weakness stacking and or or other desired effects. You will then be able to cast said spell infinitely without ever running out of magicka. I feel this should be on a page SOMEWHERE but am not sure where as it is easily one of the most powerful techniques in the game and makes a high elf atronach with 450 magicka plus items truly godlike. Maybe this is the right page? I have also added this comment to the Telekinesis talk page. Perhaps it should be under end game optimizing or useful spells or all four of these? Feel free to add it anywhere. I have not found it on the site but am not so good at the wiki. 206.53.58.90 12:16, 22 February 2010 (UTC)

For anyone having trouble getting spells with the right amount of telekinesis, at 100 mysticism the total desired cost should be 1.26465 times the cost of the spell without telekinesis.

Is there an effect name?[edit]

Most other effects have attribute value names like invisibility. You can set your invisibility value directly without using spells using the player.setav invisibility command. What is the label for spell absorb attribute? It does not appear to be very obvious. — Unsigned comment by 96.32.181.121 (talk) on 27 June 2010

It should be "SpellAbsorbChance" -- see Oblivion Mod:Actor Value Indices for the names recognized by setav. --NepheleTalk 03:15, 28 June 2010 (UTC)

Shivering Isles Items[edit]

I think the "cursed items" found in Shivering Isles should be mentioned. Some of them have significant spell absorption enchantments.

Spell absortion and reflected spell[edit]

As far as i know, uesp stated that even with 100 pts spell absorption, reflected spell will still hit and getting over 100 pts spell absorption is useless but i did some test and found that it might be wrong. I use CS to create a 100% reflect spell lich, give my character 100 pts spell absorption and cast multiple effects spell at that lich. The result is that sometimes i was affected by reflected spell but sometimes my magicka was replenished. So i come to think that there would be a lower chance to absorp reflected spell. This time, I create a 100 pts spell absorption spell and cast on myself, now i ended up having 200 pts spell absorption. Again i casted my multiple effect spell at my 100% reflect spell lich. This time, no reflected spell damage me, all was absorbed and replenished my magicka. So that mean uesp is wrong, isn't it? Reflected spell can still be absorbed and getting more than 100 pts spell absorption is not meaningless. If possible someone please check it and tell me the result. 117.4.243.228 12:06, 27 December 2010 (UTC)

Spell Effectiveness is a possible suspect for this. --Rigas Papadopoulos • TalkDeeds 12:15, 27 December 2010 (UTC)
(edit conflict) I believe that's because the lich has spell absorption and the game wrongly checks the target's spell absorption instead of yours when magic is reflected, the same happens with resist magicka and other effects I'm not sure wich ones. Test with something that is not a lich and see if you can still absorb --Wizy (Talk/Contribs) 12:19, 27 December 2010 (UTC)
Ok, i did another test, this time i created a Boar with no other ability than 100% reflect spell, i have 100% spell effectiveness, 100 pts spell absorption. The result is not different, when i have 100 pts spell absortion, not all effects from the spell i casted at that boar reflected. Next, i cast a spell 100 pts spell absorption on self which mean i have 200pts spell absorption, nothing reflected, all was absorbed and replenished my magicka. Check my video here to see that i don't take it from no where and if you can, try it yourself: http://www.youtube.com/watch?v=0DAbG0Z20x8
I see a heavily modded game... --Rigas Papadopoulos • TalkDeeds 13:22, 28 December 2010 (UTC)
Ok, i give up, the only thing i want to discuss is spell absorption vs reflected spell and ask if someone else can test it and tell me the result. Why don't you just test it rather than trying to find reason against me? Heavily modded game? That just a retextured Breton. — Unsigned comment by 117.4.243.228 (talk) at 17:39 on 29 December 2010 (UTC)
I'll do it tomorrow and report back. --Rigas Papadopoulos • TalkDeeds 20:08, 29 December 2010 (UTC)

Important[edit]

I think we should add something about in both absorption and reflection articles. If the spell has multiple effects, the probability for each effect is calculated independently. This was proved by: a) Casting Wizard's Fury at Xivilai; There was absorption animation but previously unharmed target still took damage because there were 3 effects. b)Casting custom spell with all kinds of elemental damage and weaknesses to them at regular Scamp; Out of six effects, one(weakness to shock) was reflected back.

Campfires & other fires[edit]

I just wonder if campfire can be absorbed... if yes then it would be realy easy to refill your mana just standing on fire.— Unsigned comment by 95.49.101.38 (talk) at 03:10 on August 17 2011

How Does Absorb Strength Work?[edit]

If a weapon has absorb strength 5 points (like the Grim Retort mace), does that mean every time I hit an enemy my strength goes up 5 points? How long does it last? Does this allow me to carry more items too? I'm dumb when it comes to spells still... I haven't been to the Arcane University yet and I'm on Level 16. I haven't done any of the fighter's or thieves guild, or dark brotherhood quests or been to Kvatch yet either. I've only completed like 35 side quests and all the mage guild recommendations except for Anvil's. Oh, and I bought all houses and decorated them! Hey! I play a MALE character! Light complexed Redguard to be precise! I have Michael Jackson Disease in-game. LOL just kidding... =P It's just that the redguard's facial structures are more like mine irl and I read how to make them white so I did. I know I talk too much but what about that absorb strength thing? lol --D. Gemini 16:38, 29 August 2011 (UTC)

Micheal Jackson jokes aside, in the case of the Grim retort, it absorbs your foe's strength 5 points for 20 seconds on strike. That means that for 20 seconds, you'll receive a 5 point boost to your strength. This does allow you to carry more items (with a total weight of 5). Kitkat1749 TalkContribE-mail 15:50, 29 August 2011 (UTC)
Okay feel free to delete the MJ reference but I think other people might find this absorbtion info handy so thanks! =) I take it absorb strength and absorb health are pretty useful then because as time progresses in a fight you get stronger and regain some life. Maybe these will be the first enchantments I put on a sword for a test creation. Correct me if I'm wrong, but all absorbtion spells are on touch only right? Does this mean if your surrounded by 2 or 3 enemies and you use an absorbtion spell or weapon you will affect all of the enemies at once and more will be absorbed? --D. Gemini 16:38, 29 August 2011 (UTC)

weakness of magicka[edit]

does weakness of magicka make you gain more MP when a spell is absorbed?

Atronach Casting (Final Edit)[edit]

So, this has been on my mind for a while and I feel like it has never been fully explained or even looked into. I call it "Atronach Casting." You will need a way of having 100 spell absorb (eg. Sign + Spell Drinker + Strong Potion of Spell Absorb) You will need effects: Any effect will do, self, target, touch You will need the effect: Telekinisis

So, her is an example spell I made: Atronach Bolt Drain Health 55 pts for 1 sec on target Telekinisis 5ft for 120 secs on self Cost (For my character) 54 Requires 50 Mysticism.

So when I first enable 100 absorb, it will cast the spell, but it will only cost that 55 points of Magicka. During then, during the casting, the magicka never decreased from after I first casted it. It seems that it turns any normal spell into a spell that can be cast near limitlessly.--24.215.91.139 03:36, 1 March 2015 (GMT)

Reflect and Absorb visual effects swapped?[edit]

Can't help but suspect that the in-game shader for Absorb Spell was originally meant for Reflect, and vice versa... If you look closely, when you absorb spells in Oblivion, it looks like a myriad of tiny particles flying off of you in all directions. But when you reflect spells, pink-bluish clouds form around your body and seem to be quickly 'absorbed' by it. I think they confused the two visuals and assigned them to the wrong spells. An educated guess, but again there is some indication this is indeed the case. 97.233.39.250 20:14, 6 May 2023 (UTC)