I guess I'm wondering why you can't just select Spell Magnitude from the left dropdown in a Perk Entry Point, then do whatever math equation you want? I'm using that method to increase spell magnitude 10% as a rested bonus in one of my Nexus mods and it works. With a little scripting, you can do other things to make it scale with the game, such as multiplying by the player's level or skill.
Well because it does not give me the option to do any math equation I want, does it? Have I just overlooked that option?
Scripting does not work well either. The only event that you can use would be OnEffectStart, and from there you have no way to modifiy Duration or Magnitude of the spell, much less its cost. I would need an event "OnSpellCast" at the very least, but even then I probably could not modify the Magnitude according to what I read on these forums.
I thought the question was skill level though, not perks. If you're changing the perks, it won't really affect casters who might have 100 destruction skill, but no perks.
Which, sadly, makes any complete restructuring of the magic system impossible without breaking NPCs....
Perks are pretty much the only way to do spell scaling other than completely remove all existing spells (or rather, all spell effects) and make them all scripts, doing damage based on the caster's destruction level.
Well, thinking about it, thats not actually too hard. There aren't really a lot of spell effects that the player uses anyways, and you could probably do one basic script and use it for all damaging effects...
It gets more complicated with summoning and stuff, but there all you really could scale is the duration, which is easy enough with perks, and the summons, which is pretty much impossible without creating like 10 different versions of each summon (if you want to scale of conjuration level, scaling of player level is only one checkbox).