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. Whenever an ability, spell, potion, or enchantment happens, its relying on magic effects.


 * Spells - a singular or collection of magic effects that is cast. Usually, an NPC would cast a spell (think Skyrim), but it works differently in Fallout 4. One way to cast a spell is scripts, with the function "Cast". There are other ways to cast spells; for example, the Gamma Gun projectile is considered a spell. The Nuclear Physicist perk modifies the damage of gamma guns by using the "Mod Spell Magnitude" perk entry and detects the keyword on that spell. Various casting types and deliveries can be used, but see note below.


 * Enchantments - a singular or collection of magic effects that are attached to various objects: weapons, armor, explosions, etc. Casting types and deliveries vary based on the object. For example, a weapon would likely use "Fire and Forget" and "Contact" for its casting type and delivery, respectively, while an armor would likely use "Constant Effect" and "Self" for its casting type and delivery, respectively.


 * Potions - a singular or collection of magic effects on a consumable. The magic effect's casting type has to be "Fire and Forget", and its delivery has to be "Self".


 * Ability - a singular or collection of magic effects on a specific type of spell. Casting type must be "Constant Effect" and delivery must be "Self". xEdit considers it a Spell, but abilities are not usually cast like spells are. Perks allow an ability to be put on them: for example, Night Person's stat boosts are implemented through an ability on its perk record. The magic effects on the ability are conditioned to activate during certain hours (night time).