Continuing to discuss features of v32 while I'm killing time doing install tests of it:
"Under the hood", so to speak, SCS's system for mages and priests has undergone some major changes. There are a number of reasons for that, but one of them is to support a wider variety of different spell systems. In v31 and earlier, the core spell system was pretty much hardcoded in; there were various tweaks to allow for other spell systems (notably SR) but they were somewhat awkward and pretty partial. The restructuring of SCS makes it much easier to support multiple systems from the get-go.
SCS v32 will support three different spell systems:
1) The "vanilla" system, along with SCS's usual tweaks: antimagic can affect invisible creatures, mantle is slightly more powerful, Skull Trap is capped at 12d6, etc. In v32 these are installed by default (they can be disabled using the ini file). That's recognising the fact that for a long time, SCS AI has pretty much assumed these tweaks are installed, and its AI behaves oddly without them. (This is part of a general design goal for v32: if there's some option where I actively say 'I don't recommend this', I want it moved out of the ordinary install structure, without making it unavailable for power users who know what they're doing.
2) Spell Revisions - specifically, SR v4b15. v31 and earlier were officially supporting v3 of SR, which - although still the "official" version - is badly out of date. v32 goes to quite a lot of effort to systematically allow for SR in its spell choices, sequencers, contingencies, targetting, prebuffing, and strategy. (And almost all of SCS's spell tweaks are disabled on an SR install.)