Thank you so much! I got the main script to work!

I do have yet another question, though.
My script is set up in this format...
Scriptname (the start)
Declare/Define variables/properties
Event OnEffectStart
; set variables according to WornHasKeyword
End Event
Event OnHit
; Calculate if a strike is successful or not
End Event
End of script
What I'm wondering is how and where I need to place the "consequences" if a strike is successful. I would like to apply damaging spells/effect on the scripted actor. But I would need to point to the actor again instead of the magic effect, correct? Would I need to use
"OnEffectFinish" in order to do so? Would there be any reason not to do so? What would an alternative be? Is there anyway to pass the akTarget into the main script from the OnEffectStart event?
I fear I'm lost on syntax in that, haha! This is my first script ever

I tried to point to OnEffectStart's akTarget inside the OnHit event by using...
"akTarget.WornHasKeyword()"
and also...
"OnEffectStart(akTarget).WornHasKeyword()"
That's why I moved everything that used that function into the actual OnEffectStart event.
EDIT:
Would
http://www.creationkit.com/GetTargetActor_-_ActiveMagicEffect() work?
I suppose not if every actor had the same effect?