I have really hit a stumbling block with my hopes to edit racial powers

All I really want to do, as aproof of concept, is to have them cast on a proc rate instead of as a spell.
So as I understand, the argonian hsit skin is set up like so,
Power > Magic effect > archetype (heal rate)
What I wanted to do was to alter this hierarcy to the following:
Power > constant effect which procs > magic effect > archetype (heal rate)
I plan to adapt the ultra dragon mask script to call the "magic effect" and add that to the new constant effect.
So far I have
1. created a new (incompelte) constant cast effect that has the beginnings of a script in it.
2. cloned the origonal histskin power, and removed the old effect.
But alas the new effect I made does not seem to show up in the effects list! Anyone have any ideas?
also, i have yet to think about how I can edit the cooldown of the power to shorten it, as well as find out where the game links the powers to each race!
any help would be appreciated! (below is the WIP script I have for the consatnt effect)
Spoiler
Scriptname ArgonaianRacialProcEffect extends ActiveMagicEffect
actor property selfRef auto hidden
float property HPthreshold = 0.15 auto
{Below this HP we have a chance of the special effects. }
float property effectChance = 0.8 auto
{effect may happen when HP is below this level }
spell property POWERMAGICALEFFECT auto
EVENT OnEffectStart(Actor Target, Actor Caster)
selfRef = caster
endEVENT
EVENT onHit(ObjectReference akAggressor, Form akSource, Projectile akProjectile, bool abPowerAttack, bool abSneakAttack, bool abBashAttack, bool abHitBlocked)
if (selfRef.getActorValuePercentage("Health") < HPthreshold) && \
!(selfRef.HasMagicEffect(PerkArgonianFortifyHealRateNonCombat)) && \
!(selfRef.isDead())
float dice = utility.RandomFloat(0,1)
if dice <= effectChance
POWERMAGICALEFFECT.cast(selfRef,selfRef)
endif
endif
endEVENT
actor property selfRef auto hidden
float property HPthreshold = 0.15 auto
{Below this HP we have a chance of the special effects. }
float property effectChance = 0.8 auto
{effect may happen when HP is below this level }
spell property POWERMAGICALEFFECT auto
EVENT OnEffectStart(Actor Target, Actor Caster)
selfRef = caster
endEVENT
EVENT onHit(ObjectReference akAggressor, Form akSource, Projectile akProjectile, bool abPowerAttack, bool abSneakAttack, bool abBashAttack, bool abHitBlocked)
if (selfRef.getActorValuePercentage("Health") < HPthreshold) && \
!(selfRef.HasMagicEffect(PerkArgonianFortifyHealRateNonCombat)) && \
!(selfRef.isDead())
float dice = utility.RandomFloat(0,1)
if dice <= effectChance
POWERMAGICALEFFECT.cast(selfRef,selfRef)
endif
endif
endEVENT
