thnk it's possible to make "homing spells"?
for example, take Alduin's storm call shout: would it be possible to have the meteors "home in" to the player, but still with a chance of missing? or no chance at all, so that they always hit?
let me rephrase that: rather than having actually a custom perk for perk reduction, couldn't I use "SpellHasKeyword" "customkeyword"? although apparently this solution promts a window where one has to choose the casting method (left, right, instant, voice)
Well, depending on what you mean by "home in on", the vanilla Storm Call script actually has this functionality built right in. The lightning bolts dropped by Call Storm can be set to always strike a target, to have a chance to miss, or to always deliberately miss. That's just how the projectiles are aimed, though; if the target moved after the projectile was launched, it would still miss.
If you mean actual homing projectiles, it's possible to do with scripting but it's very difficult to get a smooth path with no halts. I use https://www.youtube.com/watch?v=vZtOkcjfw2oin some of my spells, a homing http://www.youtube.com/watch?v=NQ12ZtdsUag in another, and of course my Dwemer Drone mod uses a sort of http://www.youtube.com/watch?v=SqoNCD67yWU to follow the player and ensure it doesn't miss with its strikes. You can kind of see my progression in getting homing/seeking objects working well in these videos, but even my best one, the Drone, still gets a little twitchy when the target moves around. It's just not something the engine is designed to do, at all.
The only other method I've thought about that might make a convincing homing projectile would be to make a flying actor FlyTo the target and detonate, and make the actor look like a projectile. I haven't had time to actually experiment with that yet, though.
would it be performance-intensive to make an area with a script like:
all units within that don't have the keyword "isUndead/IsVampire" take 1 point of damage every six seconds?
That sort of keyword filtering functionality is actually built into the CK via Magic Effect Conditions, though I'm unsure how to apply a specific effect every x seconds without using at least a bit of scripting.