Hmmm, seems like custom telekinesis spells are still fixed at 20 ft for non actors, my custom 50 ft spell doesn't act until I'm at 20*21.3=426 units from the target. But if in the end the magnitudes from telekinesis spells and enchantments are going to end in quest variables, I guess its only a temporary issue.
Also, I got a seemingly permanent telekinesis shader applied on me due to a telekinesis spell bouncing off a lich. It was from using a test spell with both telekinesis and other on self effects. Weird, it probably happens in vanilla too. EDIT: It happens in vanilla! I found a way to... psychokinetic-ize myself!

I'll keep it in mind when playing with magic.
And that is all for today

thanks for the daily updates. Wish I had more time to test.
More edit: I almost forgot, I remember telling you about the poison token and how its ModAV2 part would almost never take effect due to the nature of the Rand function. I would have probably forgot by tomorrow. The thing is, is such rarity of stats damaged by poison intended?
Post below: :ahhh: I thought magic effects added by OBSE would only last for the game session, and needed to be readded at each load! Permanent? Oh well, i was planning to do a clean save of SM as soon as 0.90 and OBSE 20 are stable.
Even More edit: in a save with no 'taint' of SM, my custom telekinesis spells are still limited to 20 ft (on non actors, as I load the game with SM, that is).