Resource:Fallout 4 Magic Effects

Fallout 4 Magic Effects are internal gameplay mechanics

Information

 * Magic effects - the base effect that goes on spells, abilities (which are considered spells, technically), potions, and enchantments. This is the real meat and potatoes of effects in Fallout 4. Scripted effects, actor value changes, and a multitude of other things.


 * Spells - something that is cast. Contains magic effects, and can contain a lot of magic effects. Usually, an NPC would cast a spell, but its a little weird in Fallout 4. Easiest way to cast a spell is probably with scripts, since there are specific functions for it. I believe the Gamma Gun projectile or however it fires its projectile is considered a spell. I know this because the perk to modify gamma gun damage relies on Mod Spell Magnitude.


 * Enchantments - these are a collection or singular magic effect that can be attached to various objects. Weapons, armor, explosions, etc. Can't remember what archetype and deliveries they require. Look at magic effects on enchantments to see how they work. Probably different between weapons and armor.


 * Potions - Consumables that can also contain magic effect(s). THe magic effect has to be Self, and Fire and Forget.


 * Ability - Collection or singular magic effect that is Self, and Constant Effect. xEdit considers it a Spell, but its not something that is cast like spells.