I've been modifying the spell effects (and audio/visual effects) and noticed a few restrictions on the summon spells. The data of the first set of summon spells (within the spell effect data) only contribute the targeting/casting time and the displayed MP cost. The second set of spells (within the enemy attack data) contribute the actual effect of the spell. Also, it's this second set's corresponding audio/visual effects that are used when the spell is cast.
A while ago I tried to redirect the targeting of the summon spells to characters, and unless it's intended that way (i.e. Asura), the summon will automatically fail. The summon sprite will show for half a second, but disappear (like Odin's failure). So there must be a safeguard against hurting your own characters that way, although I have no idea why. None of them are reflectable, so it doesn't make sense to me. It's annoying, because it means there can't be any healing/beneficial summon except Asura (and Sylph, if you count its healing). If anyone can fix this/figure a way around it, I'd be really grateful.
When modifying the visual effects of the summons, the last byte of the four (what I call the "effect movement") needs to stay the value it is at. This values range from 0A-1A, starting with 0A for Imp, 0B for Bomb, and so on. If you change these, the summon sprite will stay on the screen (although the battle will still be fine), and the sprite's movement will be messed up. The audio effects for some of the summons are contained within this "effect movement" byte, too (similar to White/Holy).
Also, as is known, Sylph doesn't cost any MP. Does anyone know why? I thought it would be a mismatch between the summon spell and it's effect spell, but that's not the case.
Please post any other peculiarities about the summon data if you have any.