I think I phrased my question wrong.

Here are specific pointers within the game. Copied directly from FF1 disassembly, Bank 12

b807: 94 b8 .DW $b894 ; Effect 00: "Ineffective"

b809: 99 b8 .DW $b899 ; Effect 01: Damage

b80b: 05 b9 .DW $b905 ; Effect 02: Undead damage

b80d: 2f b9 .DW $b92f ; Effect 03: Apply status ailment

b80f: 5e b9 .DW $b95e ; Effect 04: hit multiplier down

; Effect 00: Display "ineffective" message

b894: a9 04 LDA #$04

b896: 4c f2 b0 JMP $b0f2

(b807: 94 b8) points to (b894)

This in hex, points to 338a4

; Effect 01: damaging magic

b899: 20 85 b8 JSR $b885 ; $685c = #$01 ("spell was effective"?)

b89c: 20 73 b8 JSR $b873 ; w[0] = #$94

b89f: 20 f9 b8 JSR $b8f9 ; w[1] = spell effectivity

b809: 99 b8 .DW $b899 ; Effect 01: Damage

This in hex, points to 338a9

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My question is for these, which are in GFF

Effect 15: Resist Earth..Float...............................21a3

Effect 16: Damage..............................Quake......86da

Effect 0c: hit multiplier up....................................b5eb

Effect 18: Set HP to 1.........................Tornado....77fe

Effect 17: 17-Death.......Earthquake...Chasm......8afe

In bank 12, the pointer with a "b" - 94 b8 - 94 (b)8 points to anything in 33000.....

With these specific 5 effect routines in GFF, they have pointers with "a, d, e, and f"

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From what I now understand, 8=30000, 9=31000, a=32000, b=33000, c=3c000, d=3d000, e=3e000, and f=3f000

This would apply for bank 12 - 30010/3400f in hex

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If the same routine was in bank 11 - 2c010/3000f, then those (routine specific pointers) would apply to...

8=2c000, 9=2d000, a=2e000, b=2f000, c=3c000, d=3d000, e=3e000, and f=3f000

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The final question now is...

I know that 8, 9, a, and b work within each specific bank

Does c, d, e, and f refer to bank 15?

Can 0, 1, 2, 3, 4, 5, 6, and 7 be used. Example - can 94 b8 be changed to, lets say 9458