 A note on names and descriptions.
 If you try to have two spells with the same name, they will always have the same description, since if you change the description of one, you will change the description of the other. I can speculate on why this might be but I don't really know.


 Okay, here are, preliminarily, the new effect/damage combinations that I've found:

*** general note on multiples of 1000 ***
 % is a symbol for modulus.

 i.e. 4106 % 1000 = 106
	354 % 50 = 4
	get it?

 for damage, range, no. of effects and area of effect, the formula is:
(val % 1000) + (path rating) * RD(value/1000)

thus,
2005 = 5, plus 2 per point of magic skill.
4010 = 10, plus 4 per point of magic skill.
etc.

 You can also add multiples of 1000 to certain effect numbers (damage, stun damage, healing, probably mallus and buff as well) to get clouds of whatever. The number of multiples of 1000 indicates how long the cloud hangs around.

 Thus, effect 1 inflicts damage. Effect 2001 creates a damaging cloud that lingers for 2 rounds.

*** national undead ***
damage -1 on a summoning spell gives soulless (as raise dead)
damage -2 on a summoning spell gives skeletons (as animate skeleton)
precision -2 may also be required (or may just make the undead scatter when it shows up.)

*** effect 1: combat summon *** / *** effect 10001 - Summon ***
 Summon monsters, covered in manual. Use damage -1 or damage -2 to get your national undead.

*** effect 4: fear ***
 Use damage to indicate the effective bonus of the fear.

*** effec 7: Damage over Time ***
 Defaults to poison damage.
 Set flag 16384 to avoid doing poison damage if you want some other kind of DAT.
 DAT seems to be damage/10 and declines by 0.1 per round? That's just a guess.

*** effect 8: reinvigoration ***
 Use damage to indicate the amount of fatigue regained. Soothing song restores 5.

*** effect 10: buffs ***
 Put a buff choice (mix with a bitmask) in the damage. Bitmasks are described in bitmasker.xls.
 The special ability field (If I'm reading this right) specifies a buff that only effects undead, etc.
 I'll extend this once I figure out the special ability fields.

*** effect 11: mallus ***
 Bitmasks go in the damage field, see Bitmasker.xls.
 I assume that many of these are persistent but I'm not sure.

*** effect 13 is healing - covered in manual. ***

*** effect 15 - vortex of returning ***
 Damage probably has no effect.

*** effect 17 - song of bravery ***
 Evidently is different from Sermon of Courage. Needs experimentation.

*** effect 10019 - Teleport ***
 NOT cloud trapeze or faery trod or any of that stuff.

*** effect 20 - blink ***
 Damage is 30. Not sure what that means.

*** effect 10021 - Commander Summon *** / *** effect 21 - mayor of crazy town ***
 Covered in manual.
 Effect 21 summons leaders in combat, I'd guess. Damage is presumably unit ID, but can be very large (negative?) number for soul trap?

*** effect 10022 -  Fate of Oedipus.***

*** effect 23 - Buffs, the Revenge *** / *** effect 10023 - Personal Permanent Buff ***
 Bitmasks can be constructed, see Bitmasker.xls.
 Buffs marked as "Persistent" are PERMANENT. EVEN IF CAST IN COMBAT!
 Non-persistent buffs are temporary, even if cast OUT of combat. If you somehow got the spell off before combat during a given turn, I believe it works, but that's pretty close to useless.
 Nonetheless, the option is available. You could have a defend-the-library buff spell or something that you cast just before you're invaded.

*** effect 24 - Holy Pyre ***
 I assume that this is the effect # for dt_holy.

*** effect 10024 - Wish ***
 This answers the question of whether we can make ritual versions of zap spells :)

*** effect 10025 - Ritual of Rebirth ***
 Damage is 398 - which is the monster ID for the mummy, which is what the hero comes back as! KA-CHING!

*** effect 27 - Magic Duel ***

*** effect 28 - Enslave.***

*** effect 29 - Charm ***

*** effect 10030 - Dispel ***
 Damage is 1.
 I would guess that changing peneetration modifier will change likelihood of success.
 I should check if effect 30 dispels battlefield enchantments.

*** effect 31 - Summons Neutrals ***
 Summon neutrals (documented in manual).

*** effect 10035 - Crossbreeding ***
 Detailed in manual. Damage is 1.

*** effect 10037 - summon remotely ***
 Explained in manual.
 Again, -1 and -2 will give you national undead.
 The leaders for certain units (wolves, angels) are somehow specified as a property *of the unit*.

*** effect 10038 - send raiders ***
 Send neutrals to attack, explained in manual.

*** effect 10039 -  Gift of Reason.***

*** effect 10040 -  Seeking arrow.***

*** effect 10041 - hit half of enemy camp***
 Remote damage spell that hits half the camp (Murdering Winter or Flames from the Sky.)

*** effect 10042 -  Send event.***
 Damage determines event
1	Black Death
2	Raging Hearts
3	Wolven Winter
4	Volcanic Eruption
5	Baleful Star
6	Rain of Toads
7	Hurricane
8	Locust Swarms
9	Blight
10	Tidal Wave

*** effect 43 - Border Summon ***
 Summon on borders (documented in manual).

*** effect 10044 -  Transformation.***
 Not possible to draw from different lists, unfortunately.

*** effect 10048 -  Site finding.***
 I tried modding some spells with this code and couldn't get it to work. It may need the remote targeting special ability, for one thing.

*** effect 10049 -  Wind Ride.***

*** effect 10050 -  Assassinate ***
 Described in manual.

*** effect 10053 -  Vengeance of the Dead.***

*** effect 54 - Polymorph ***

*** effect 10057 -  Mind Hunt.***

*** effect 10062 -  Manifestation.***

*** effect 10063 -  Instant fortress.***
 Damage total is fort type.

*** effect 10064 - Leprosy ***

*** effect 66 - Paralyze damage. ***

*** effect 10068 -  Summons animals. ***
 No of effects = number.
 Damage probably doesn't do anything.
 We should check if effect 68 summons random animals in combat.

*** effect 10070 - Crumble. ***
 Damage is a negative number, positive #s reinforce walls.

*** effect 72 - Stream of life. ***

*** effect 10075 - Raven feast. ***
  Damage is 100, you could try changing it.

*** effect 10076 - Tartarian Gate ***

*** effect 10077 - Astral Travel ***

*** effect 10079 - Faery Trod ***

*** effect 10080 - Gateway ***

*** effect 81 Battlefield Enchantments ***
*** effect 10081 Globals ***
*** effect 10082 - domes I ***
*** effect 10084 - domes II ***
*** effect 10085 - scrying ***
*** effect 10086 - vice admiral of crazy town ***
 All of these draw effects from the table below, encoded in the damage field. These are not bitmasks!
 It's uknown what happens if you try combinations which are not found in the game.

 Enchanments, used by 81 and 1008x.
Scrying				10085	0
Storm				81	1
Friendly Currents		81	2
Astral Tempest			81	3
Rigor Mortis			81	4
Soul Drain			81	5
Heat from Hell			81	6
Heat of Buer			81	6
Rain				81	7
Rain				81	7
Grip of Winter			81	9
Foul Air			10081	10
Acid Storm			81	11
Wailing Winds			81	12
Growing Fury			81	13
The Wrath of God		10081	14
The Eyes of God			10081	15
Perpetual Storm			10081	16
Eternal Pyre			10081	17
Wrath of the Sea		10081	18
Arcane Nexus			10081	19
Forge of the Ancients		10081	20
Solar Brilliance		81	21
Enchanted Forest		10081	24
Fire Storm			81	25
Purgatory			10081	26
Gift of Nature's Bounty		10081	27
Sea of Ice			10081	28
Burden of Time			10081	29
Gift of Health			10081	30
Dark Skies			10081	32
Well of Misery			10081	33
Wrathful Skies			81	34
Riches from Beneath		10081	35
Divination			10086	36
Astral Window			10085	36
Astral Projection		10085	37
Light of the Northern Star	81	40
Second Sun			10081	41
The Looming Hell		10081	42
Ghost Ship Armada		10081	43
Illwinter			10081	44
Foul Vapors			81	45
Mother Oak			10081	46
Maelstrom			10081	47
Earth Blood Deep Well		10081	48
Gale Gate			10081	49
Lure of the Deep		10081	50
Mechanical Militia		10081	51
Guardians of the Deep		10081	52
Fata Morgana			10081	53
Stellar Focus			10081	54
Haunted Forest			10081	55
Utterdark			10081	56
Astral Corruption		10081	57
Ark				81	58
Thetis' Blessing		10081	59
Dome of Flaming Death		10082	60
Dome of Solid Air		10084	61
Frost Dome			10082	62
Dome of Arcane Warding		10082	64
Forest Dome			10084	66
Dome of Corruption		10082	67
Blood Rain			81	68
Iron Walls			10082	69
Mist				81	70
Mists of Deception		81	71
Melancholia			10086	72
Wild Hunt			10081	75
Darkness			81	77
Battle Darkness			81	77
Shark Attack			81	78
Strands of Arcane Power		10081	79
The Kindly Ones			10081	80
Soul Gate			10081	81
Carrion Woods			10081	82
Demon Cleansing			81	83
Relief				81	84
Quagmire			81	85

*** effect 10089 - summon uniques ***
 Damage tells you what unique is drawn.
 Should check if effect 89 summons uniques in combat.
1	Bind Ice Devil
2	Bind Arch Devil
3	Bind Heliophagus
4	King of Elemental Earth
5	Father Illearth
6	Queen of Elemental Water
7	Queen of Elemental Air
8	King of Elemental Fire
9	King of Banefires
10	Bind Demon Lord
11	Awaken Treelord
12	Call Amesha Spenta
13	Summon Tlaloque

*** effect 10091 - Stygian Paths ***

*** effect 10092 - Imprint Souls ***
 Precision is -1. This may mean something.

*** effect 10093 - mysterious summons ***
 damage 994 is Call the Eater of the Dead
 damage 1349 is Devourer of Souls

*** effect 10094 - beckoniing ***
 damage 999 - may mean something

*** effect 10095 - Cloud Trapeze ***

*** effect 96 - Shatter ***
 Inanimate-only damage?

*** effect 10098 - Winged Monkeys. *** 
 No damage or # of effects to change.

*** effect 99 - Petrify ***

*** effect 10100 - Hidden in Snow ***
 It's possible that the damage of 1 refers to a spell-resolution chain somewhere else, but spells of this type do not at the moment appear modable.
 No damage or number of effects fields to change.
 No data in the additional unknown bits to the right :(
 Probably this means spells of the Hidden in Snow type are not modable.
 The subsidiary effects, unfrozen lord, 4 unfrozen warriors, and 14 unfrozen (invisible spells used internally) point to eachother in what I believe is the "secondary effect" field for spells. However, "Hidden in Snow" itself does not such thing.

*** effect 101 - Age *** / *** effect 10101 is Rejuvenate. *** 
Damage = change in age (can be negative number, by extension with 10101?)
Damage of -10 is presumably how much it rejuvenates you.

*** effect 10102 - Horror Seed. ***
Damage value (9) probably means something. Has strange data in unknown flags.

*** effect 103 - Lifedrain ***
Lifedrain damage.

*** effect 105 - Disbelieve ***
I'm guessing this is what pops illusions out of the eye of the void. Area is whole battlefield?

*** effect 106 - "Cleansing Chime" ***
I don't know what this is.

*** effect 108 - Banishment ***
Banishment. Damage is -13 for Cocytos, -12 for Inferno.

*** effect 10110 - Dreams of R'lyeh. ***
Has strange data in unknown flags.

*** effect 500 - ??? ***
Blood Vengeance / Curse of the Desert / Dessication

*** effect 599 - Immunity ***
Damage  Immunity:
198	Resist Fire
199	Resist Lightning
200	Resist Poison
201	Cold Resistance

*** effect 600 - Horror marking. ***


*** effect 601 - Astral Geyser. ***

*** effect 609 - Imprison.***

*** effects 1000-9999 - Clouds ***
 See above.