New Spells
There are a few categories in which I mentally put spells.
New FF Style Spells: These are spells that generally are simpler and are designed to be part of a smaller spellbook, with no truly technical spell, nor any cover-all spell like Summon Monster or Control Weather, but specific spells with a broad but specific purpose designed to fill a niche on it's own, such as Bahamut and Bio.
New Blue Spells: I contemplated adding this to the New FF Style Spells section as a subsection, but decided against it. Blue Spells tend to not just be an effect and tend to have a simple, but specific use. For instance: while FF regular spells have things like Ultima, which just does tons of damage, Blue Spells generally don't have that. They have things like Rippler, which exchanges status conditions, and Sour Mouth, which does damage and status effects on all enemies. Granted, there are some spells like Shockwave Pulsar and Grand Train (from FF8 and FF6, respectively), but most spells are like Rippler rather than like Grand Train.
New D&D/Rifts Style Spells: These spells are designed to be part of a big spellbook with many role-playing spells. A spell like Charismatic Aura might have little application in Final Fantasy games, since the restrictions of a console system plays restrictions on just how realistic people can be: most people do not have 3 or 4 lines that they say all the time. However, since Final Battle has both the boon and the bane of being freed from a console system and given a GM, such spells are important. Thus, in Final Battle the following thing start happening: a base of Final Fantasy style games, with a limited spellbook to cover all the roles necessary in FF games, has built on it spells taken from Baldur's Gate, Rifts, D&D, and so on, who can afford to be specific, because the mages in those games tend to have many spells, but also tend not to cast the same ones so frequently. (Note: I have reprinted some of these in Rifts format underneath the Rifts section.)