Actually, I decided to leave the spell damages as they are. They are, essentially, the equivalent of a "magic dagger" type of attack, but unlike physical weapons, those spell all have the capability to be scaled up in power at the discretion of the caster. (Besides, increasing the damage would also mean refiguring the costs (CTN, SP, and CP) across the board for them).
I am hoping that I can get through the rest of the typos corrections today, to get final version released later today (or more likely tomorrow), I than figure a 2 week typo correction period with absolutely NO other changes!!!), and then getting it into print (POD on RPGNow, and to Chronicle City for print and distribution).