 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 ***
 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 seems to indicate how long the cloud hangs around. I haven't tested this yet this is just my intuitive guess.

*** 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.
 I can't tell from this how Angelic Host or Call of the Winds specify a mixed leader/unit combination - they both have the Number of Effects for the non-leader, with no mention of the unit # for the leader that I can see. :(
 Again, -1 and -2 will give you national undead.

*** 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
11	Monster Boar
12	Dream Horror

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

*** effect 10044 -  Transformation.***
Unknown if it is possible to draw from different lists.
Listed damage is 1, so probably not.

*** 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 probably 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.

*** 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
Dance of the Morrigans		81	86

*** 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
damage 1822 is Daughter of Typhon

*** 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 ***
False alarm earlier, this data is right. I don't know what's going on.
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.
A search through the executable finds no "Hidden in Snow" label where the additional effects of this spell might be stored.
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.
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.

*** effect 101 - Age *** / *** effect 10101 is Rejuvenate. Effect 10111 is Internal Alchemy *** 
Damage = change in age (can be negative number, by extension with 10101?)
Damage of -10 is presumably how much it rejuvenates you.
Internal Alchemy has a bug that the sign on the damage is reversed?

*** 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.





 And here are the rules for "specials" (that go in the #spec) field. It's possible that the #spec field is an entire two words wider - but I have no idea what those higher-order bit flags do, if anything.

 Add these together to make a bitmask and set it using #spec. Some of these are pretty clear, others are just guesses.
 * - I'm not sure how these masks work when combined. I assume that if you meet at least one criterion, you are affected.

1 -> Strength adds
2 -> Unused
4 -> Unused
8 -> Works on Demons (only)*
16 -> Works on Magic Beings (only)*
32 -> Fire Based
64 -> Armor Piercing (documented)
128 -> Armor Negating (documented)
256 -> Unused
512 -> Cold Based
1024 -> Unused
2048 -> Shock Based
4096 -> Magic Resistance Negates
8192 -> Not vs. Inanimates? Damage Type = Poison? 
16384 -> Thanks to KO I believe that this field means a spell is "grounded" - it always hit something in any hex on which it lands.
32768 -> Only vs. Sacred.
65536 -> Sailors' Death only spell that has this. Not vs. Amphibians would be my guess.
131072 -> Not vs. Mindless?
262144 -> Only vs. Hostile
524288 -> Not vs. Undead.
1048576 -> Earthquake is the only thing that has this. Might be that thing where you get a save using your defense skill.
2097152 -> Physical damage?
4194304 -> Only affects friendly units? Very common among buffs.
8388608 -> Works underwater.
16777216 -> Magic Resistance Negates Easily?
33554432 -> *ONLY* under water.
67108864 -> Works on Undead (only)*.
134217728 -> Unused
268435456 -> Remote province targeting? Long list of spells.
536870912 -> No idea. Strange mix of spells have it.

 Bit codes that seem to me to be missing:
Spell does not affect pretender. I know from experience that Transformation should have such a flag. This might be inherent in the effect #, though.
Spell damage works against resist poison. This is very different from the "poison damage" spell effect, which actually means *damage over time*.

 You can use the spreadsheat I've attached to check these out for yourself! Simply set the value in A1 to the bitmask you want to check, and sort in descending order by "Heuristic".

 If you want to figure out some of the ones I don't understand, try the following table:
 Unambiguous entries into field #spec
1               ,1                   Fists of Iron; Farstrike; 
2               ,2                   
4               ,4                   
8               ,8                   Cleansing Water; Banish Demon; Blood Lust; Banishment; Smite Demon; End of Culture; End of Weakness; 
10              ,16                  Chastisement; Control; Arcane Domination; Opposition; Unraveling; Celestial Music; Celestial Chastisement; Arcane Bolt; 
20              ,32                  Area6 heat shock; Remaining Heat; Heat stun; Fire Flies; Burning Hands; Fire Darts; Flame Bolt; Geyser; Fire Blast; Flare; Sulphur Haze; Fireball; Fires from Afar; Holy Pyre; Fire Cloud; Falling Fires; Flame Eruption; Pillar of Fire; Flames from the Sky; Flame Storm; Combustion; Immolation; Incinerate; Boil; Bonds of Fire; Prison of Fire; Hellfire; Conflagration; 
40              ,64                  Fire Flies; Burning Hands; Fire Darts; Flame Bolt; Geyser; Acid Spray; Fire Blast; Flare; Solar Rays; Fireball; Fires from Afar; Acid Bolt; Holy Pyre; Fire Cloud; Acid Rain; Nether Bolt; Falling Fires; Earthquake; Stellar Cascades; Flame Eruption; Bane Fire; Nether Darts; Pillar of Fire; Flames from the Sky; Flame Storm; Immolation; Leeching Darkness; Hellfire; 
80              ,128                 Minor stun shock; Major stun shock; Area6 heat shock; Thunder shock; Area6 shock + kill; Fear+2; Area1 weak poison; Chill stun; Extra decay; Extra rust; Extra returning; Extra Paralyze 10; Extra bane decay; Fear+4; Extra feeble mind; Remaining Heat; Area6 kill1 (shock); Area1 chestwound1 (drain+mr); Heat stun; Extra feeble mind battle field; extra paralyze 5; extra limp; extra cripple; extra entangle; petrify paralyze; Disbelieve; Area10 cold dmg3; Cleansing Chime; Astral Geyser Blast; Chastisement; Freezing Touch; Hand of Dust; Sleep Touch; Bleed; Unholy Command; Song of Bravery; Soothing Song; Healing Song; Tune of Fear; Tune of Dancing Death; Quick Roots; Regrowth; Mend the Dead; Puppet Mastery; Carrion Growth; Shocking Grasp; Star Fires; Sulphur Haze; Lightning Bolt; Shock Wave; Freezing Mist; Magic Duel; Healing Light; Shadow Bolt; Sleep Cloud; Thunder Strike; Breath of the Dragon; Orb Lightning; Shadow Blast; Poison Cloud; Healing Mists; Cleansing Water; Mind Hunt; Astral Fires; Stream of Life; Murdering Winter; Shimmering Fields; Cloud of Death; Niefel Flames; Hand of Death; Poison Touch; Mirror Image; Incinerate; Shatter; Drain Life; Boil; Frozen Heart; Bone Grinding; Disintegrate; Arcane Domination; Maggots; Healing Touch; Seeking Arrow; Heal; Astral Healing; Haste; Desiccation; Returning; Dust to Dust; Frighten; Mind Burn; Berserkers; Sleep; Sailors' Death; Panic; Curse of the Desert; Paralyze; Terror; Touch of Madness; Control the Dead; Enslave Mind; Wither Bones; Vortex of Returning; Charm; Master Enslave; Undead Mastery; Blood Burst; Blood Heal; Reinvigoration; Blood Boil; Agony; Leeching Touch; Hellbind Heart; Bloodletting; Harm; Leech; Life for a Life; Banishment; Smite Demon; Smite; Word of Power; Infernal Prison; Claws of Cocytus; Astral Geyser; Celestial Chastisement; Arcane Bolt; 

100             ,256                 
200             ,512                 Chill stun; Area10 cold dmg3; Freezing Touch; Cold Bolt; Cold Blast; Freezing Mist; Falling Frost; Murdering Winter; Niefel Flames; Numbness; Frozen Heart; 
400             ,1024                
800             ,2048                Minor stun shock; Major stun shock; Thunder shock; Area6 shock + kill; Area6 kill1 (shock); Shocking Grasp; Lightning Bolt; Shock Wave; Thunder Strike; Orb Lightning; Shimmering Fields; 
1000            ,4096                Extra decay; Extra bane decay; Extra feeble mind; Area1 chestwound1 (drain+mr); extra paralyze 5; Disbelieve; Astral Geyser Blast; Chastisement; Sleep Touch; Bleed; Tune of Dancing Death; Puppet Mastery; Dreams of R'lyeh; Slime; Shadow Bolt; Sleep Cloud; Nether Bolt; Shadow Blast; Astral Fires; Stream of Life; Cloud of Death; Nether Darts; False Fetters; Bone Melter; Blindness; Petrify; Control; Disintegrate; Polymorph; Opposition; Unraveling; Desiccation; Decay; Seven Year Fever; Mind Burn; Sleep; Rage; Sailors' Death; Curse of the Desert; Paralyze; Vengeance of the Dead; Confusion; Soul Slay; Leeching Darkness; Control the Dead; Enslave Mind; Leprosy; Beckoning; Plague; Charm; Blood Boil; Agony; Banish Demon; Hellbind Heart; Bloodletting; Harm; Banishment; Smite Demon; Smite; Word of Power; Hydrophobia; 
2000            ,8192                Area1 weak poison; Sulphur Haze; Breath of the Dragon; Poison Cloud; Poison Touch; Seven Year Fever; Hydrophobia; 
4000            ,16384               Mark; Extra rust; Extra returning; Extra fire resistance; Gaia benar; Extra cold immunity; extra paralyze 5; extra entangle; Air Shield; Twist Fate; Hand of Dust; Sleep Touch; Bleed; Unholy Protection; Unholy Blessing; Unholy Power; Unholy Protection; Unholy Blessing; Unholy Power; Protection of the Grave; Power of the Grave; Protection of the Grave; Royal Power; Regrowth; Mend the Dead; Iron Marionettes; Slime; Lightning Bolt; Rust Mist; Shadow Bolt; Water Strike; Orb Lightning; Shadow Blast; Mind Hunt; Murdering Winter; Flames from the Sky; Fire Resistance; Charge Body; Aim; Resist Lightning; False Fetters; Cold Resistance; Resist Fire; Earth Grip; Hand of Death; Eagle Eyes; Resist Poison; Barkskin; Personal Luck; Combustion; Mirror Image; Quicken self; Stoneskin; Earth Meld; Inner Sun; Mistform; Numbness; Ironskin; Body Ethereal; Quickness; Encase in Ice; Elemental Fortitude; Incinerate; Iron Warriors; Invulnerability; Shatter; Drain Life; Blindness; Boil; Frozen Heart; Control; Battle Fortune; Soul Vortex; Phoenix Pyre; Prison of Sedna; Quickening; Disintegrate; Polymorph; Spirit Curse; Tangle Vines; Summon Storm Power; Summon Water Power; Phoenix Power; Summon Earthpower; Power of the Spheres; Light of the Northern Star; Maggots; Strength of Gaia; Ghost Grip; Flight; Breath of Winter; Resist Magic; Water Shield; Personal Regeneration; Fire Shield; Seeking Arrow; Astral Shield; Regeneration; Poison Ward; Thunder Ward; Water Ward; Opposition; Gaia's Blessing; Blink; Returning; Communion Master; Communion Slave; Horror Mark; Curse; Bonds of Fire; Mind Burn; Sleep; Rage; Iron Will; Prison of Fire; Paralyze; Confusion; Soul Slay; Enslave Mind; Charm; Blood Burst; Blood Heal; Sabbath Master; Sabbath Slave; Reinvigoration; Blood Boil; Banish Demon; Hell Power; Pain Transfer; Hellbind Heart; Blood Vengeance; Life for a Life; Blessing; Sermon of Courage; Smite Demon; Holy Avenger; Smite; Word of Power; Infernal Prison; Claws of Cocytus; Celestial Chastisement; Conflagration; Mossbody; 
8000            ,32768               Unholy Blessing; Anathema; Unholy Blessing; Apostacy; Unholy Blessing; Blessing; Divine Blessing; Celestial Music; 

10000           ,65536               Sailors' Death; 
20000           ,131072              Extra Paralyze 10; Sleep Touch; Song of Bravery; Soothing Song; Healing Song; Tune of Fear; Tune of Dancing Death; Healing Light; Sleep Cloud; Polymorph; Astral Healing; Life after Death; Mind Burn; Berserkers; Sleep; Rage; Iron Will; Paralyze; Vengeance of the Dead; Touch of Madness; Confusion; Soul Slay; Enslave Mind; Charm; Soul Drain; Master Enslave; Hellbind Heart; Tempering the Will; Inner Furnace; Hydrophobia; 
40000           ,262144              Unholy Command; Tune of Fear; Tune of Growth; Tune of Dancing Death; Curse of Stones; Doom; Polymorph; Arcane Domination; Wild Growth; Panic; Control the Dead; Master Enslave; Undead Mastery; 
80000           ,524288              extra paralyze 5; Sleep Touch; Bleed; Healing Song; Healing Light; Shadow Bolt; Sleep Cloud; Shadow Blast; Stream of Life; Cloud of Death; Inner Sun; Transformation; Polymorph; Twiceborn; Desiccation; Seven Year Fever; Sleep; Sailors' Death; Curse of the Desert; Vengeance of the Dead; Leprosy; Plague; Blood Burst; Blood Heal; Blood Boil; Agony; Banish Demon; Blood Lust; Bloodletting; Rejuvenate; Blessing; Smite Demon; Divine Blessing; End of Culture; End of Weakness; Hydrophobia; 
100000          ,1048576             Earthquake; 
200000          ,2097152             extra limp; extra cripple; extra entangle; Flying Shards; Blade Wind; Earthquake; Rain of Stones; Bone Melter; Bone Grinding; Maggots; 
400000          ,4194304             Extra returning; Unholy Protection; Unholy Blessing; Unholy Power; Unholy Protection; Unholy Blessing; Unholy Power; Unholy Blessing; Protection of the Sepulchre; Power of the Sepulchre; Protection of the Grave; Power of the Grave; Protection of the Grave; Royal Power; Royal Protection; Power of the Reborn King; Song of Bravery; Soothing Song; Healing Song; Quick Roots; Regrowth; Puppet Mastery; Carrion Growth; Iron Marionettes; Wind Guide; Wooden Warriors; Battle Fortune; Fog Warriors; Marble Warriors; Mass Protection; Will of the Fates; Army of Gold; Army of Lead; Legions of Steel; Weapons of Sharpness; Strength of Giants; Flaming Arrows; Fire Ward; Astral Healing; Antimagic; Haste; Poison Ward; Fire Fend; Thunder Ward; Winter Ward; Arrow Fend; Mass Flight; Life after Death; Serpent's Blessing; Warriors of Muspelheim; Warriors of Niefelheim; Storm Warriors; Mass Regeneration; Gaia's Blessing; Returning; Berserkers; Touch of Madness; Vortex of Returning; Blood Lust; Rush of Strength; Blessing; Sermon of Courage; Divine Blessing; Fanaticism; Tempering the Will; End of Culture; End of Weakness; Inner Furnace; Celestial Music; 
800000          ,8388608             Extra fire resistance; Extra cold immunity; extra paralyze 5; extra limp; extra cripple; extra entangle; cast returning; Scrying; Twist Fate; Hand of Dust; Sleep Touch; Bleed; Unholy Command; Unholy Protection; Unholy Blessing; Unholy Power; Anathema; Unholy Protection; Unholy Blessing; Apostacy; Unholy Power; Unholy Blessing; Protection of the Sepulchre; Power of the Sepulchre; Revive Spectator; Revive Dusk Elder; Revive Wailing Lady; Lamentation; Great Lamentation; Protection of the Grave; Power of the Grave; Protection of the Grave; Royal Power; Royal Protection; Power of the Reborn King; Divination; Quick Roots; Regrowth; Mend the Dead; Puppet Mastery; Carrion Growth; Call Ancestor; Wrath of the Ancestors; Summon Umbral; Rhuax Pact; Barathrus Pact; Attentive Statues; Enliven Sentinel; Enliven Granite Guard; Enliven Marble Oracle; Iron Marionettes; Contact Void Spectre; Dreams of R'lyeh; Shocking Grasp; Geyser; Astral Projection; Lightning Bolt; Shock Wave; Arcane Probing; Magic Duel; Shadow Bolt; Sleep Cloud; Fate of Oedipus; Water Strike; Nether Bolt; Orb Lightning; Shadow Blast; Poison Cloud; Perpetual Storm; Mind Hunt; Astral Fires; The Wrath of God; Stream of Life; Murdering Winter; Shimmering Fields; Nether Darts; Second Sun; Maelstrom; Astral Tempest; Tidal Wave; Strands of Arcane Power; Fire Resistance; Charge Body; Aim; Resist Lightning; False Fetters; Cold Resistance; Resist Fire; Fists of Iron; Earth Grip; Earth Might; Hand of Death; Eagle Eyes; Poison Touch; Resist Poison; Barkskin; Personal Luck; Phantasmal Warrior; Mirror Image; Quicken self; Stoneskin; Armor of Achilles; Earth Meld; Inner Sun; Mistform; Ghost Wolves; Numbness; Ironskin; Protection; Body Ethereal; Quickness; Encase in Ice; Wolven Winter; Destruction; Curse of Stones; Blight; Elemental Fortitude; Luck; Incinerate; Phantasmal Army; Bone Melter; Iron Warriors; Invulnerability; Shatter; Drain Life; Wooden Warriors; Blindness; Boil; False Horror; Frozen Heart; Iron Bane; Petrify; Control; Battle Fortune; Soul Vortex; Phantasmal Attack; Fog Warriors; Prison of Sedna; Sea of Ice; Iron Walls; Marble Warriors; Doom; Bone Grinding; Transformation; Mass Protection; Fata Morgana; Quickening; Wizard's Tower; Crumble; Will of the Fates; Disintegrate; Polymorph; Army of Gold; Army of Lead; Arcane Domination; Wish; Utterdark; Summon Sea Dogs; Spirit Curse; Tangle Vines; Summon Water Power; Summon Sea Serpent; Dark Knowledge; Summon Shades; Summon Animals; Summon Lesser Water Elemental; Voice of Apsu; Call Kraken; Summon Sea Lions; Summon Earthpower; Summon Lesser Earth Elemental; Power of the Spheres; Call of the Wild; School of Sharks; Voice of Tiamat; Light of the Northern Star; Summon Shade Beasts; Maggots; Strength of Gaia; Summon Water Elemental; Contact Naiad; Naiad Warriors; Summon Earth Elemental; Spirit Mastery; Ghost Grip; Acashic Record; Shark Attack; Contact Sea Troll; Sea King's Court; Streams from Hades; Summon Spectre; Summon Ghosts; Summon Asp Turtle; Living Water; Living Earth; Harvester of Sorrows; Living Castle; Queen of Elemental Water; Guardians of the Deep; Earth Attack; King of Elemental Earth; Well of Misery; Dragon Master; Wild Growth; The Kindly Ones; Call Abomination; Ghost Riders; Wild Hunt; Legions of Steel; Weapons of Sharpness; Forge of the Ancients; Mechanical Militia; Breath of Winter; Resist Magic; Animate Skeleton; Animate Dead; Reanimation; Healing Touch; Water Shield; Personal Regeneration; Seeking Arrow; Strength of Giants; Astral Shield; Raise Dead; Raise Skeletons; Regeneration; Heal; Claymen; Fire Ward; Astral Healing; Antimagic; Twiceborn; Haste; Poison Ward; Fire Fend; Thunder Ward; Watcher; Winter Ward; Friendly Currents; Enliven Gargoyle; Ritual of Returning; Dispel; The Eyes of God; Undead Horde; Gift of Health; Foul Vapors; Water Ward; Grip of Winter; Frost Dome; Riches from Beneath; Enliven Statues; Opposition; Dome of Arcane Warding; Rigor Mortis; Relief; Ghost Ship Armada; Carrion Reanimation; Life after Death; Leviathan; Serpent's Blessing; Forest Dome; Warriors of Muspelheim; Warriors of Niefelheim; Storm Warriors; Wrath of the Sea; Unraveling; Mass Regeneration; Thetis' Blessing; Demon Cleansing; Arcane Nexus; Army of the Dead; Gaia's Blessing; Gift of Nature's Bounty; Farstrike; Blink; Returning; Communion Master; Communion Slave; Horror Mark; Dust to Dust; Decay; Frighten; Seven Year Fever; Curse; Gnome Lore; Mind Burn; Haruspex; Berserkers; Sleep; Rage; Sailors' Death; Iron Will; Astral Window; Teleport; Panic; Paralyze; Vengeance of the Dead; Terror; Touch of Madness; Gift of Reason; Raging Hearts; Confusion; Soul Slay; Telestic Animation; Gateway; Burden of Time; Control the Dead; Growing Fury; Melancholia; Enslave Mind; Imprint Souls; Wither Bones; Leprosy; Beckoning; Lure of the Deep; Vortex of Returning; Plague; Charm; Soul Drain; Stygian Paths; Black Death; Astral Travel; Master Enslave; Undead Mastery; Blood Boil; Leeching Touch; Rejuvenate; Banishment; Blessing; Sermon of Courage; Smite Demon; Holy Avenger; Divine Blessing; Smite; Fanaticism; Word of Power; Astral Geyser; Send Tupilak; Tempering the Will; Celestial Chastisement; Arcane Bolt; Mossbody; Infernal Disease; Summon Monster Fish; Summon Vetalas; 

1000000         ,16777216            Extra feeble mind battle field; extra cripple; Unholy Command; Apostacy; Protection of the Sepulchre; Royal Protection; Carrion Growth; Wind of Death; Curse of Stones; Arcane Domination; Master Enslave; Undead Mastery; Tempering the Will; Inner Furnace; 
2000000         ,33554432            Water Strike; Encase in Ice; Boil; Prison of Sedna; Summon Water Power; Summon Sea Serpent; Call Kraken; Summon Sea Lions; School of Sharks; Voice of Tiamat; Shark Attack; Summon Asp Turtle; Living Castle; Queen of Elemental Water; Guardians of the Deep; Water Shield; Friendly Currents; Water Ward; Leviathan; Lure of the Deep; Summon Monster Fish; 
4000000         ,67108864            Unholy Command; Unholy Protection; Unholy Blessing; Unholy Power; Unholy Protection; Unholy Blessing; Unholy Power; Unholy Blessing; Protection of the Sepulchre; Power of the Sepulchre; Protection of the Grave; Power of the Grave; Protection of the Grave; Royal Power; Royal Protection; Power of the Reborn King; Quick Roots; Regrowth; Mend the Dead; Puppet Mastery; Carrion Growth; Iron Marionettes; Solar Rays; Maggots; Dust to Dust; Control the Dead; Wither Bones; Undead Mastery; 
8000000         ,134217728           
10000000        ,268435456           Divination; Dreams of R'lyeh; Astral Projection; Arcane Probing; Mind Hunt; Wolven Winter; Blight; Phantasmal Attack; Crumble; Dark Knowledge; Voice of Tiamat; Acashic Record; Living Castle; Earth Attack; Ghost Riders; Cloud Trapeze; Army of the Dead; Augury; Gnome Lore; Haruspex; Astral Window; Teleport; Vengeance of the Dead; Raging Hearts; Gateway; Melancholia; Imprint Souls; Leprosy; Stygian Paths; Black Death; Astral Travel; Bowl of Blood; Send Lesser Horror; Send Horror; Horror Seed; Send Tupilak; 
20000000        ,536870912           Extra Paralyze 10; Area1 chestwound1 (drain+mr); Sleep Touch; Bleed; Healing Light; Sleep Cloud; Healing Mists; Stream of Life; Drain Life; Frozen Heart; Transformation; Polymorph; Healing Touch; Personal Regeneration; Regeneration; Heal; Astral Healing; Twiceborn; Haste; Mass Regeneration; Desiccation; Seven Year Fever; Berserkers; Sleep; Sailors' Death; Curse of the Desert; Touch of Madness; Leprosy; Plague; Blood Burst; Blood Heal; Blood Boil; Agony; Leeching Touch; Harm; Rejuvenate; Leech; Life for a Life; Hydrophobia; 
40000000        ,1073741824          Bloodletting; 
80000000        ,2147483648          

 Now, on to the gory details of the code-diving:

 So, as far as I can tell, each spell-record consists of a record like this:
(36 bytes) Spell name, 0x00 padded.
(80 bytes) Spell data

 The first thing I've done is convert all of this data into a .csv file, which is included in the attachment if anyone else wants to dive into it. Each field in the .csv represents a byte or pair of bytes (depending on which file), starting with the first byte after the name of the spell (hence, "byte 0") and the value is given in decimal.

 This is my first pass at figuring out what the bytes represent:

shorthand
#-nc = "this byte is # when the spell is not castable."
#-und = "this byte is # when the value is undefined."
in all cases, the higher-order byte is second (this is standard.) Some of the values are probably signed and some of the values probably are not.

 KNOWN FIELDS
byte 0 - school. 255-nc.
byte 1 - research level. 1-nc.
byte 2 - primary path. 255-und.
byte 3 - secondary path. 255-und.
byte 4 - minimum rating in first path. 0-und.
byte 5 - minimum rating in second path. 0-und.
bytes 6+7 - fatigue cost.
bytes 8+9 - area of effect.
bytes 10+11 - EFFECT NUMBER! WOO! SCORE!
/me does a victory dance.
bytes 12+13 - Range.
bytes 14+15 - Precision.
  Some blood rituals also have negative precision values, I'm not sure what that means.
bytes 16-19 - Damage (meaning varies by effect). -2 and -1 are the unit IDs for national undead, FYI.
bytes 20+21 - Number of effects. Funny, "10 trolls" actually summons 15.
bytes 32-35 - "Special Ability".
bytes 36+37 - Secondary Effects, definitely.

 PROBABLY SOUNDS AND GRAPHICS
bytes 22+23 - Mysterious field. Probably not a bitmask.
  Almost always 65535 (which might be -1).
  0 -> Pale Riders, Perpetual Storm, The Wrath of God
Astral Projection, Strands of Arcane Power, Blink, The Eyes of God, Gift of Health, Divination, Faery Trod
  Maybe it has something to do with custom messages?
  99 -> Flying Shards.
  304 -> Blade Wind.
bytes 24+25 - *ONLY* Slime and Decay use this field.
bytes 26+27 - Flightspr?
  -1 has some special meaning.
bytes 28+29 - sounds?

 I HAVE NO IDEA
bytes 38+39 - likewise.
bytes 40+41 - Where you can cast it?
bytes 44-45: National / Faery Trod 1
  278 -> national spell, but not all national spells are 278.
  402 -> Faery Trod.
  0 Otherwise.

bytes 48-49: National / Faery Trod II
  278 -> national spell, but not all national spells are 278.
  401 -> Faery Trod (WTF?)
  0 Otherwise

bytes 60-61: National / Faery Trod III
  1 -> Site searching or castle making overland spell. Except Voice of Tiamat, which doesn't have this flag. Three red seconds doesn't either.
  100 -> Faery Trod or Horror Seed or Summon Sirrush (/me cries).
  >100 <-> National spell. Implication seems to run both ways this time (except for Summon Sirrush).
 
bytes 64-65:
  128 -> Faery Trod.
  >100 -> National Spell
  0 Otherwise.


 RESERVED FOR STEGANOGRAPHY
bytes 30+31
bytes 42+43
bytes 46+47
bytes 50-59
bytes 66+67
bytes 70-79
