Heh, sorry, I had read your posts in reverse order. That's why I was stuck on those values; I thought they carried over. I'll have to try modifying Willpower to see whether that has an effect on magicka cost as well, since Willpower governs all magic skills in Daggerfall.

Don't worry about what you don't know. The "starting," "increase," and "per-level" values refer to the Spellmaker in the Mages Guild. Spells can be modified based on Duration, Chance of success, and Magnitude of power. In this example, using the Open spell, only Chance can be modified:

If an Open spell is cast with 100 chance, it will open any door, period, as far as I understand.

Now, there are three boxes in the Chance section, each with a 1 inside them. The first is the flat value, or what I call the starting value. The starting value will never change. The second value is the increase value, or what the game would call the "increase per level," but I changed the name because it would be confusing (though I did confuse it on the right side of the spreadsheet). The third box is the "per levels" box.

The chance for the Open spell being made is derived from the relationship between those three numbers. The second box is multiplied by the character's level and divided by the third box, and the first remains static. This means that if a level 6 character uses an Open spell that has numbers of (3-5-1), the Chance will result in (3+5(6)/1), or a 33% chance of functioning. A level 2 character who uses an Open spell with numbers of (20-8-4) will result in (20+8(2)/4), or a 24% chance of functioning.

That's what's represented throughout the spreadsheet as the 1-1-1, or 1-60-1, or so on. 60 is the maximum modifier for Duration, and 100 is the maximum modifier for Chance and Magnitude. (Magnitude looks funnier since it uses a range for the first two numbers, but I just simplified that into a single number.) On the right side of the spreadsheets for most spell effects, I created equations to reduce all other variables than that which I was trying to resolve. Starting and Increase values individually affect spell cost differently per spell as they rise, so I had to find out what the difference was with each increased point in each one. That's why you see a bunch of 59s and 99s on the right side, and then the sum of the remaining magicka and gold: that's me taking 1 away from 60 or from 100, and then taking an equivalent amount from the magicka and gold sums to be able to divide 59 or 99 in, and get an individual unit for each one. I usually don't have such faith in my own math but the results were very consistent each time. For example, if you go into the Create Item page:

I had to do the formula three times: one with the initial values (1-1-1), one with a maximum Starting value (60-1-1), and one with a maximum Increase value (1-60-1). I didn't bother with the third box since that appears to have the same effect in every spell.

I was able to get the values for 1-1-1, and then subtract it from the values for 1-60-1 and 60-1-1, leaving me with 0-59-0 and 59-0-0. With subtractions made from the magicka and gold costs as well, I just divided the magicka and gold sums by 59, which left me almost always with meaningful integers -- a very clean division, which is a good sign. The "incremental" is how much magicka or gold increases with each numerical rise in Starting or Increase values. In this case, for every point that the Starting value rises, the spell costs 60 more gold and 9 more magicka; for every point the Increase value rises, the spell adds 120 gold and 18 magicka to the cost.

Sometimes the result would end in a fraction like 4.202020, with a repeating end term, which to me is also a good sign. The third outcome was a number ending in .2033898, which was a very constant number where the ending was not a .202020. I feel like my math was good, even if it doesn't make that much sense out of context. Still, if I have made a mistake, it'd be better to find it out sooner.

For your second question, "Chameleon Normal" refers to a Chameleon spell that will stop functioning as soon as the PC hits an enemy with an attack, or if its duration ends. "Chameleon True" refers to a Chameleon spell that does not stop functioning regardless of combat, until its duration ends. The spells Invisibility and Shadow also use "Normal" and "True" variants.