» Mon Jun 18, 2012 4:52 am
Have a look at existing spells. I just had a short look at them because I'm focusing on something else for my own first project. But as far as I've seen the Spells are a Form as most other things. So you can safely duplicate one of them, then edit it (fiddle around with it) save the changes to a seperate esp and see what happens in game.
As to your last question: You should be safe aslong as you remember not to change any of the already existing scripts. If any existing script needs changes to a function use Papyrus' "extend" function (look it up in the wiki). If you want to use it as template for something new copy it's content into a new script with another name. Any changes you make apart from scripts are saved into an esp file when you click on "File->Save" (If that also applies to new 3D Objects, like new Weapons, and compiled Scripts I'm not sure of, I guess these are what the "Create Archive" button is for), That esp file will be selectable when you click on Data in Skyrim's Launcher. Only if it is selected there the changes will be applied to the game. In order to have your changes uplaoded as a Mod to the workshop, that only happens when you use the "Upload Plugin and Archive to Steam" button.
Some more, which I've gathered from various threads in these forums (I'm a learning noob as you so this is all only hearsay): The graphical Spell Effects should be editable aswell. Again for this have a look at an existing spell it should mention somewhere which animation/effect it is using. For ways to get that out of the master esm/bsa files of skyrim and load it into a tool that can edit it you should visit the forum search. Hope this helps at least a little bit. If all else fails, try to get in touch with the person that did the midas magic mod or get that mod and have a look at t using the CK.