The datas at 0x400 is the animation sequencing.
It's a list of sequence codes, ending with 0.
EDIT : I was wrong about the arguments' lengths. All the codes use 2 bytes-long arguments, even the "End of sequence" one.
They all use 2 bytes as arguments, though it may be for conveniency purpose and they may not be all used.
Here are the codes I figured out this far (I'll get back to it soon) :
0x0 → End of sequence
0x1 → Wait for some time
0x2 → Play caster animation
0x23 → Camera-related stuff
0x25 → Effect point ; 1st argument is the character and 2nd is the effect type (see below)
0x28 → Put character back in non-active mode ; 1st argument is the character
0x29 → Play camera
0x2A → Set battle scene transparency ; 1st argument is alpha, 2nd is the fade time
0x2B → Wait for animation
0x2D → Play sound ; 1st argument is a sound ID
0x5B → Play animation ; 1st argument is the character and 2nd is the animation kind ("hit", "use item", "fall", etc...)
0x80 → Play model on target
For the character arguments, I've seen either 0 (the target of the spell), 0x10 (the caster) and 0xFF (all targets).
For the effect type, I've seen either 0 (damage point : the spell deals damage, status aliments and the character play a "hitted" animation) and 1 (damage figure : displays the damage dealt by the last damage point).
Keep in mind that not all spells are present on all disks! Therefore some entries are equal 0xFFFF. It mean that this spell is not present and should be omitted.
Are you sure? I think there are only holes in the entries. I checked the different disks and the 0xFFFF are always at the same positions. I do think all the spells are present on all disks.
Thanks a bunch for the informations here and the ones to come though !