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I'd take a very close look at the code for some of the other spells and see if you can gleam anything from them.
I figure that may be problem, that there is no functional code available for designating a target. However, I feel it may be possible, as the Special Items sometimes derive their effect from a Sovereign Spell.
I've tried to "duplicate" the spells at the "spells.gpl," for example creating a "Magic Mirror - priestess spell lvl 4," (while keeping the original "monster spell" as well), then add it as a mod. So far it didn't worked, but I'll let you know if I found a solution.
I used your "better heroes mode".
The task is to create a new heroes spell - which has all the values of the original "monster" one. Creating a clone with different name.
1: - Clopy-paste it's GPL-info from the core Spell.gpl file. Give it a different name, like "krypta_magic_mirror_begin" and so on. Put it into your Heroes1.gpl, (or any other gpl) and create a bitecode from it.
2: At "Actions.xml," find the magic mirror, and clone it (into a new xml document, or just under the original one) as well. Rewrite it's Gpl-function and add the field "CharacterLevel value"(monster spells doesn't have it).
If you finished, it will look like this:
<Description type="Action" subType="Standard" ID="NRi1" Name="krypta_magic_mirror" Description="Magic Mirror">
<Engine version="1">
<ImageSet value="Cast"/>
<CompletionImageSet value="Stand"/>
<Sound value="Magic_Mirror"/>
<SoundPhase begin="Begin"/>
<Script type="0" cProc="0" GPLFunction="Krypta_Magic_Mirror_Begin"/>
</Engine>
<Game version="1">
<Flags value="IsSpell"/>
<EffectorDuration value="23000"/>
<TimeoutDuration value="55000"/>
<SpellType value="Attack"/>
<CharacterLevel value="5"/>
<SpellRank value="1"/>
</Game>
</Description>
3: Put it to the mod's DATA, and add it to the mmxml-path. Add the new spell to the heroes at the Heroes.xml file.