If you want your custom spells to not use the router just change where they point too in the spell.2da to the name of a script you want to use or you could just make a new custom function of your custom spell in the spell include and then have the router script point too it. The basic bioware spells, you can do the same thing just overwrite the custom function spell with your own and compile the include and the router script and your changes are made. This will save you on scripts and you can easily make a lot of changes fast and easy. Look at some of the examples I made. I hope this helps, I set it up pretty easy to make changes to all bioware spells and add new ones pretty easy and more efficient. If you want to give me a sample new spell or sample change to bioware spell I can go over putting it into the router system.
Router
nSpell is just looking for the spell from the spell.2da
switch(nSpell)
{
case:Some number from spell.2da (say your custom spells or any spell is number is here.)
//Function that call your spells
Mycustomspell(oTarget);
}
Router include (called hr_inc_spells)
void Mycustomspell(object oTarget)
{
Do you spell stuff here
}