OK, fedorajoe, I gotcha covered.
Turns out, the offsets are really the same for v 1.0 as it is for 1.1. The problem may have been that changing Mage instead of changing Imp led to different routines to change.
So:
Mage's AV code:
$01/F7F4 20 A1 FD JSR $FDA1 [$01:FDA1]
$01/F7F7 20 17 F3 JSR $F317 [$01:F317]
$01/F7FA 7B TDC
$01/F7FB 22 5A EB 02 JSL $02EB5A[$02:EB5A]
$01/F7FF 20 B1 FD JSR $FDB1 [$01:FDB1]
$01/F802 6B RTL
It's still the JSL you need to change here, at 01/F7FB
Demolish's AV code:
$02/EB54 9C 2B F4 STZ $F42B [$7E:F42B]
$02/EB57 6C 00 00 JMP ($0000)[$02:ED9C]
$02/ED9C AD C5 34 LDA $34C5 [$7E:34C5]
$02/ED9F F0 05 BEQ $05 [$EDA6]
$02/EDA1 22 B9 F3 01 JSL $01F3B9[$01:F3B9]
$02/EDA5 60 RTS
Replace it with the code at 02/EDA1
To put it succinctly - in your v 1.0 ROM with header, change the 22 5A EB 02 at 00/F9FB to 22 B9 F3 01
That should do it. Remember, you'll still have to change the spell sprites (using the data bank at 07/A250 in ROM), or else you'll cast Demolish with birds instead of orbs.