Also, you could create a new actor type for each of your Cowardly Cultists (For example, copy "EncBandit01MagicBretonM" and call it "CowardlyCultistMagicBretonM") double click on the new actor type, and turn off "USE AI Data" under templates...this will allow you to edit the AI data manually (It doesn't turn AI data OFF, it just keeps it from using the default data) - Change his AI Data tab information as follows: Set Aggression to "Unaggressive", set "Confidence" to "Cowardly", and turn "Mood" to "Fear" Do this for whatever actor types you want your cultists to be. I made a cowardly bandit race, but you'll probably want them in robes or something.
Ok, try this: Create a new magic effect (I copied one), call it "Cowardice", open the editor and set the following: Name: Run Away Effect Archetype: Demoralize Casting Type: Constant Effect Delivery: Self Magic Skill: NONE And add the script 'ActivateSelfOnCombatBegin' to the Papyrus Scripts list, just to be sure. Now create a new spell called "Chicken" or "Run Away" or something, add the Cowardice effect to it, and put it in the cultist's spell lists. And see if that works.
I tried both but neither worked. I can get them to run away once I engage them in combat, no problem. I just want them to run away as soon as the player shows up.