
You can mod spell duration / power with a condition that checks if the magic effect in question is from a particular school, and which multiplies the duration / power by, say, 1+*0.01 (for 1% boost per point in the skill, for instance). If you want to make it scale by percentage based on the relevant magic skills, and don't mind the increases starting from a 0 rank upward, that's doable relatively easily through custom perks. Nicole Mark Posts: 3384 Joined: Wed 7:33 pm

Scriptname mymagicdamageaugmentationscript extends ActiveMagicEffectFloat DamAugmentEvent OnEffectStart(Actor akTarget, Actor akCaster) DamAugment = (((( / 100) * akCaster.getAV("Destruction")) / 81) * akCaster.getLevel()) akTarget.DamageAV("Health", DamAugment)EndEvent Scriptname mymagicdamageaugmentationscript extends ActiveMagicEffectFloat DamAugmentEvent OnEffectStart(Actor akTarget, Actor akCaster) If Target != game.getPlayer() DamAugment = (((( / 100) * game.getPlayer().getAV("Destruction")) / 81) * game.getPlayer().getLevel()) akTarget.DamageAV("Health", DamAugment) EndIfEndEvent So the script would look something like this:

Put the result of that calculation into a variable, plug that variable into the amount for the DamageAV function.

So, if you want to double the spell's damage at max level and max destruction skill, the formula would be this: It would be a fairly simple augmentation of the spell's damage in your magic effect script based on the player's level and destruction skill.
