So you modified the entire spell? Its stats? Did it change for everyone in the game? For heroes too?
Or did you somehow duplicate the spell and then modify it and bind it to the creature?
what does the spell look like? like this
Weakness
<?xml version="1.0" encoding="UTF-8"?><Spell ObjectRecordID="114">
<NameFileRef href="/Text/Game/Spells/Combat/Weakness/Name.txt"/>
<LongDescriptionFileRef href="/Text/Game/Spells/Combat/Weakness/Long_Description.txt"/>
<Texture href="/Textures/SpellBook______2618/Spells/Spell_Weakness.xdb#xpointer(/Texture)"/>
<EffectTexture href="/UI/Common/Icons/Spell_Buff_Icons/Weakness.(Texture).xdb#xpointer(/Texture)"/>
<SpellBookPredictions>
<Item href="/Text/Game/Spells/Combat/Weakness/SpellBookPrediction.txt"/>
</SpellBookPredictions>
<CombatLogTexts/>
<Level>3</Level>
<MagicSchool>MAGIC_SCHOOL_DARK</MagicSchool>
<RequiredHeroLevel>0</RequiredHeroLevel>
<IsAimed>true</IsAimed>
<TrainedCost>5</TrainedCost>
<damage>
<Item>
<Base>3</Base>
<PerPower>0</PerPower>
</Item>
<Item>
<Base>6</Base>
<PerPower>0</PerPower>
</Item>
<Item>
<Base>9</Base>
<PerPower>0</PerPower>
</Item>
<Item>
<Base>12</Base>
<PerPower>0</PerPower>
</Item>
</damage>
<duration>
<Item>
<Base>0</Base>
<PerPower>1</PerPower>
</Item>
<Item>
<Base>0</Base>
<PerPower>1</PerPower>
</Item>
<Item>
<Base>0</Base>
<PerPower>1</PerPower>
</Item>
<Item>
<Base>0</Base>
<PerPower>1</PerPower>
</Item>
</duration>
<sSpellCost>
<Wood>0</Wood>
<Ore>0</Ore>
<Mercury>0</Mercury>
<Crystal>0</Crystal>
<Sulfur>0</Sulfur>
<Gem>0</Gem>
<Gold>0</Gold>
</sSpellCost>
<IsAreaAttack>false</IsAreaAttack>
<CanSelectDead>false</CanSelectDead>
<Target>TARGET_HOSTILE</Target>
<Element>ELEMENT_NONE</Element>
<visuals>
<Item href="Weakness.(SpellVisual).xdb#xpointer(/SpellVisual)"/>
</visuals>
</Spell>
and now the question — what's special about my spell? here's what
[spoiler=Weakness with an add-on]<?xml version="1.0" encoding="UTF-8"?>
<Spell ObjectRecordID="114">
<NameFileRef href="/Text/Game/Spells/Combat/Weakness/Name.txt"/>
<LongDescriptionFileRef href="/Text/Game/Spells/Combat/Weakness/Long_Description.txt"/>
<Texture href="/Textures/SpellBook______2618/Spells/Spell_Weakness.xdb#xpointer(/Texture)"/>
<EffectTexture href="/UI/Common/Icons/Spell_Buff_Icons/Weakness.(Texture).xdb#xpointer(/Texture)"/>
<SpellBookPredictions>
<Item href="/Text/Game/Spells/Combat/Weakness/SpellBookPrediction.txt"/>
</SpellBookPredictions>
<CombatLogTexts/>
<Level>3</Level>
<MagicSchool>MAGIC_SCHOOL_DARK</MagicSchool>
<RequiredHeroLevel>0</RequiredHeroLevel>
<IsAimed>true</IsAimed>
<TrainedCost>5</TrainedCost>
<damage>
<Item>
<Base>3</Base>
<PerPower>0</PerPower>
</Item>
<Item>
<Base>6</Base>
<PerPower>0</PerPower>
</Item>
<Item>
<Base>9</Base>
<PerPower>0</PerPower>
</Item>
<Item>
<Base>12</Base>
<PerPower>0</PerPower>
</Item>
<Item>
<Base>50</Base>
<PerPower>0</PerPower>
</Item>
</damage>
<duration>
<Item>
<Base>0</Base>
<PerPower>1</PerPower>
</Item>
<Item>
<Base>0</Base>
<PerPower>1</PerPower>
</Item>
<Item>
<Base>0</Base>
<PerPower>1</PerPower>
</Item>
<Item>
<Base>0</Base>
<PerPower>1</PerPower>
</Item>
<Item>
<Base>0</Base>
<PerPower>1</PerPower>
</Item>
</duration>
<sSpellCost>
<Wood>0</Wood>
<Ore>0</Ore>
<Mercury>0</Mercury>
<Crystal>0</Crystal>
<Sulfur>0</Sulfur>
<Gem>0</Gem>
<Gold>0</Gold>
</sSpellCost>
<IsAreaAttack>false</IsAreaAttack>
<CanSelectDead>false</CanSelectDead>
<Target>TARGET_HOSTILE</Target>
<Element>ELEMENT_NONE</Element>
<visuals>
<Item href="Weakness.(SpellVisual).xdb#xpointer(/SpellVisual)"/>
</visuals>
</Spell>
[/spoiler]
in the original spell there are 4 items with numbers — these are the attack values deducted by the magic at mastery levels NONE, BASIC, ADVANCED, EXPERT, I added a fifth item that deducts 50 attack points, this is MASTERY_EXTRA_EXPERT, a hero will never reach extra expert because it's granted by the Pendant of Mastery, but creatures can be given such a spell