I'm working on a mod to rebalance magic, and the key thing I want to use is the various <magic>powermod enchants. I'm having some difficulty figuring out exactly how and what they affect. I've generated a couple of questions just in my first half hour or so of fiddling with it. 1) I've read that RestorationPowerMod affects fortify enchantments, which is Very Not-Good. Can that be fixed by setting the 'school' flag for the effects used in such enchantments to 'none'? And would there be any unintended consequences to doing so? 2) I've been testing with Oakflesh and AlterationPowerMod. AlterationPowerMod properly extend the duration in the manner I predicted, but it does not affect magnitude, even after going into the ArmorFFSelf0 effect and checking the 'Magnitude' checkbox under Spellmaking. Is there any way to affect the power of this effect? 3) Has anyone compiled a database of what does and doesn't work with <magic>PowerMod? In 30 minutes of testing, I've already encountered several unexpected oddities in its behavior. 4) What does <magic>PowerMod key off of? Does it key off of Magic Effect 'spell school', as I'd expect, or is it off something stranger like spell casting perk? (I take nothing for granted) 5) What is the difference between 'peak value modifier' and 'dual value modifier'? 6) Any other relevant knowledge to pass on? Thanks for your time. I'll try and update the first post with relevant info for the convenience of future readers.