» Sat Feb 19, 2011 6:38 am
I don't believe we can alter the Scripts for Spell Effects, unfortunately.
Now what you could do is seek out Health Damage to the NPC, and then simulate additional damage based on the Health change-- my guess would be OBSE's event Handlers would be the best way to do this, but I don't know enough about them to help (the basic way, of just checking the NPC/Player's health every frame has, as far as I know, no way to distinguish between damage types without scripting each NPC individually, making it messy and overly-complicated).