I third #allowgod and #bangod and the summoning suggestions. I also like DrPraetorius' spell modding suggestion, though something easier like
#newspell 9998
#name "Astral Taint"
#school 6
#researchlevel 1
#path 0 7 (blood)
#pathlevel 0 1 (1 blood)
#path 1 4 (astral)
#pathlevel 1 1 (1 Astral)
#fatiguecost 100 (100 fatigue translates into 1 blood slave)
-- the new commands start here --
#target_others (the spell targets others)
#range 40 (40 range)
#prec 100 (always hits)
#aoe 0 (something like this could denote the One Person effect)
#dt_horrormark (Damage type: Horror Mark)
#dmg 1 (puts a lvl horror mark on the target)
#mr_resists (magic resistance negates)
#nbreffects 1 (number of effects)
#spell_scales normal (how the spell scales, could be used to create those scaling summoning and attack spell)
...would be just fine for the starters. IIRC Illwinter will allow spell modding at some patch, which is good. I can finally create my Sagittarian Guard, Kruvims, Angel Lords, Summon Thing That Should Not Be and so on...
