Looks like it's working fine now, but you may wish to include a disassembly when you release it for anyone who needs to make changes. If I wanted to use this in my hack I'd have to check my magic names from the menu, rather than the place they were originally, I sacrificed icons on the battle names for longer names. Not to mention I moved the icons to the end of the font to free up more tiles for use in dialogue.
I agree -- I was planning on adding the disassembly, since it's not quite contained within the original routine. I had to use some of the extra space at 1F420, which is OK for people who aren't adding routines, but for others (like me) they'll have to move that extra code around to another space. I'll do the write-up for it sometime today and post it to RHDN and here.
Per your situation: I had originally considered a table that looks up which spells should go in which list. I discarded that idea when I thought of my name-based idea, but for your hack that might be the way to go. It shouldn't be too hard to replace the call to the spell names with a call to a table. You can take a look at the routine later at see what you think.
I'm talking about the animation one uses for White, Black, and Summon magic. If for some reason you have a White magic spell in the middle of the monster spell lists, the game will use the Black Magic animation by default.
Yeah, you're right that that's off. That's coded separately, within the spell subroutine. I just ignored that part for my hack, but I'll take a look later and see if I can do the same thing there.
One thing that doesn't work out of the box: any of the spells after 48 (the monster spells) don't really work for normal spell usage because the name data gets out of sync. If somebody could adjust the spell names one way or the other (normal spells to 8 letters or monster spells to 6 letters) then it would be viable.
One more caveat I forgot to mention: you can't add two spells of different lists at the same level. For example, trying to learn Cure and Fire at level 2 will only add Cure. This limitation exists in the original game, and wasn't something I saw an easy work-around for.