drake127 has drawn my attention to the fact that some of the spellcasting script actions (SpellRES, ForceSpellRES etc.) work in BG1:TotSC, and that there are several "hidden" script actions which aren't in action.ids but would work in the game.
He has done a research which proved that many of these script actions work perfecly in BG1 TotSC. Based on his results, I have done additional testing on 8 scripting commands chosen from his list. These were:
31 SpellRES(S:ResRef*,O:Target*)
95 SpellPointRES(S:ResRef*,P:Target*)
113 ForceSpellRES(S:ResRef*,O:Target)
114 ForceSpellPointRES(S:ResRef*,P:Target)
160 ApplySpellRES(S:ResRef*,O:Target)
181 ReallyForceSpellRES(S:ResRef*,O:Target)
191 SpellNoDecRES(S:ResRef*,O:Target*)
192 SpellPointNoDecRES(S:ResRef*,P:Target*)
The summary of my experience:
After properly added to ACTION.IDS, these actions can be used in scripts which can then be compiled by using WeiDU.
When casting your spells with custom filenames (such as BBSW01.SPL), you have to be careful in case of SpellRES and SpellPointRES: they won't work if the filename is more than seven character long (the original SPL filenames of the game are exactly 7 characters long, by the way). So BB00SW01.SPL will not work but BB00S01.SPL or BB01.SPL will (they don't have to follow the SPWIxxx/SPPRxxx/etc. convention).
I've encountered only one difference between drake127's and my results: SpellNoDecRES worked properly for me, memorized spells were kept in the caster's memory, they weren't removed.