The problem with dynamically created spells is that Everquest doesn't support them.
Whenever a spell is added/changed, not only must the server be updated..but, all connecting clients must update their spells file as well.
(That also means rebooting the server, downloading the new spell file and restarting the clients every time.)
Steam has a working video - at least I couldn't get the one on their page to play.
https://store.steampowered.com/app/324190/CodeSpells/
EDIT:
At a minimum, you'd be looking at trying to manipulate this many individual fields through the quest system:
Code:
3^Summon Corpse^PLAYER_1^^^^^^^10000^0^0^0^5000^1500^12000^0^0^0^700^70^0^0^0^0^0^0^0^0^0^0^0^0^0^0^0^0^0^0^0^0^0^0^0^0^0^0^0^0^0^0^0^0^0^0^0^2512^2106^17355^-1^-1^-1^1^1^1^1^-1^-1^-1^-1^100^100^100^100^100^100^100^100^100^100^100^100^0^-1^0^0^91^254^254^254^254^254^254^254^254^254^254^254^6^20^14^-1^0^0^255^255^255^255^35^255^255^255^255^255^35^255^255^255^255^255^43^0^0^4^0^0^0^0^0^0^0^0^0^0^0^0^0^0^0^0^0^0^100^0^0^98^0^0^0^0^0^0^0^0^0^3^125^64^^-1^0^0^0^100^0^0^0^0^0^0^0^0^0^0^0^0^0^5^100^49^52^0^0^0^-1^0^0^0^50^0^0^0^0^0^0^0^0^0^0^0^0^0^0^0^0^0^-1^0^0^0^1^0^0^0^1^1^0^-1^0^0^0^1^39^-1^0^1^0^0^1^0^1^0^0^0^0^0^0
..with each field being delimited by ^