Blind: 9% for 18s.
Burden: 69pts for 137s.
Drain Fatigue: 55pts for 110s.
Drain Health: 14pts for 27s.
Drain Willpower: 5pts for 11s.
Paralyze: 2s.
Poison: 1pt for 2s.
Incredibly useful information, though some of it is a bit worrisome. I lowered the effect cost of paralyze in the "Spells" plugin to 5.00 in the last update... the duration should not still be that low. Ditto for poison... I may have to do the same thing with it as I did with paralyze in removing it from custom spells/enchantments, as much as I don't want to. Then again, it's not like there aren't *plenty* of poison spells and enchantments in the game proper, and it's not really one of the more useful types of damage, either.
The drain effects also strike me as a bit low. I'll need to adjust their costs further.
Detect Enchantments: 64pts for 126s.
Dispel: 12%
Feather: 414pts for 826s.
Fortify Magicka/Personality: 27pts for 52s
Frost Shield: 27pts for 52s
Invisibility: 4s
Levitate: 11pts for 19s
Night Eye: 126pts for 250s
Reflect: 13% for 23s
Resist Fire: 33% for 64s
Restore Agility: 4pts for 5s
Restore Fatigue: 44pts for 85s
Restore Health: 7pts for 11s
Restore Magicka: 7pts for 12s
Sanctuary: 13pts for 23s
Spell Absorbtion: 13pts for 23s
Swift Swim: 250pts for 497s
Water Breathing: 14s
Again, this is incredibly useful. I'd kiss you if you weren't a dude.
Anyways, here's my thoughts:
Dispel seems pretty damn worthless. Given that I've taken the spells and enchantments as far as the effect itself can possibly go, I'll probably just go ahead and turn off enchanting/spellmaking and tank the effect cost (which seems like it's going to be the solution in several cases, here). I also agree about Invisibility, which seems to be in the same boat.
Feather, yeah, I'm going to have to raise the cost on that a bit. It's actually a bit more balanced that way, I think, because I set the spell cost according to what I set the spells to, not thinking that the effect cost should probably be considerably higher if you're trying to make enchantments with it, given that Feather is one of those effects that people are more likely to use as an enchantment instead of as a spell. The pre-made spells should hopefully still be cheap/effective enough to be useful, in any case.
The fortify potions look pretty spot-on. Stacking is always going to be something of an issue there, but I don't particularly mind in this case. I did my best when setting the new ingredient effects in the "Alchemy" plugin and made all "fortify" effects set to at least relatively uncommon ingredients, so anyone who has 50 Dreugh Waxes to burn through probably deserves the 50 seconds of godhood that comes with it.
Levitate doesn't bother me that much. It's a very abuseable effect because of how stupid the AI is, so I like to see its use in potions limited to short bursts.
Night-Eye also doesn't strike me as too problematic, since anyone concerned with the magnitude can just not use a calcinator/retort. If you're getting ridiculous magnitudes with just a mortar & pestle, then I'll edit the effect cost.
Reflect, spell absorption, and sanctuary came out *PERFECTLY*. I can only hope that balancing the other effects turns out to be this easy.
Restore attribute seems like it should work just fine... 5 points for 4 seconds is 20 points. Granted, this is a grandmaster build. I'd have to see it made with a crappier set of equipment to make a final call.
Restore health seems fine where it's at, given the abhorrent use of "stacking" that players seem to employ when in battle. Getting disemboweled? Just quaff 20 restore health potions in a row! I'll probably lower the effect cost of restore magicka, though, since I'd like to see that be more effective.
Swift swim is a bit insane. I will probably lower it a bit, though not by *too* much.
Water breathing I will likely lower the cost on, as well, as I've already done for water walking.