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To answer your question more directly: yes, it's possible to create a mod with a Fortify Destruction Damage-enchanted item, but it's unnecessary to do so when using this mod.
Don't take that as written in stone; that's just my current thought.
And I am currently out of any sane ideas for Fortify Illusion spells bonus replacement. Still thinking.
Found both predefined gear (DB robes) and customly enchanted heavy armor piece with Fortify Destruction and those, with mod enabled, still possess cost decreasement, while I am clearly able to make new pieces with strength increasing factor at the same time.
Sadly, I didn't manage to find anything double enchanted with Fortify Destruction to check further and already have the skill legendarised, but pretty sure it won't cause any bugs.
- Fortify Alteration would increase effect duration.
- Fortify Conjuration would increase effect duration. I think in order for this to really be a significant benefit, I might want to reduce the base cost and duration of the spells.
- I'm not sure how I'd deal with Fortify Illusion. Neither increasing magnitude nor increasing duration would have a significant benefit for a fully-perked illusionist; the current magnitudes and durations are good enough to walk all over almost everything in the vanilla game. Ideas would be welcome.
- Fortify Restoration would increase effect magnitude.
Not much of an issue for my current progress, as I was going to make new instances of mentioned gear pieces, but worth mentioning, I think. And doubt I have anything modifying how enchanting goes or acts.
Thanks. How about same idea being applied to other magic schools as well, having relative potion effects as a destination point? That would lead to no 0 cost magic, no mindless spam, investing time into better aim and careful thinking whether you need this or that casted and onto who, since you can't just easily apply the magic to everything around and then have half of your magika bar still intact.