You could just go with "Hex" or "Curse" without a second word. Both are pretty solid "evil" spell names. "Jinx" also has potential as a one-word "Curse" equivalent. Don't get hung up on needing a second word: "Freeze" is just Freeze and not say, Icy Freeze, because it's already water element and doesn't need further explanation. Likewise, a "Curse" is already a dark / evil type of spell. If it was a curse of a non-evil element, like fire, an adjective to explain why an evil spell is fire element could be necessary.
"Consecrate" might be a potential one-word purifying fire spell name, though it's more associated with protecting from impurity than purifying itself. Yeah, I guess I'd name a fire defense buff Consecrate, the same way I'd name a fire healing spell Cauterize. Hmm... it's rather corny, but "Purifyre", where you just cheat and turn the end of the adjective into misspelled Fire, could work. I cringe at it a little, but don't think it's a total miss. I know you wanted to avoid reusing existing Fire synonyms, just brainstorming.
Search the ZPS file for:
@OFF $D28DC0 '[GraphicData_Icons_Exploder_01]
That's where Hellfire overwrites the Exploder graphic data with the Evil Gate graphic data. It doesn't copy it, because the Evil Gate graphics have already been overwritten by Shadow Saber by that point; likewise, Black Hex would need to do the same for the same reason. You can copy and paste what Hellfire uses:
Just below the ASM <.asm> for Hellfire is:
which you'll need, then you'll need the matching
sections (not just those lines, I'm just pointing you at where each virtual file begins) but obviously with the path altered to what Black Hex needs.
The renaming and description stuff you want to do is also complex enough that using the same formatting for vanilla / VWF / Relocalized text that Hellfire uses could be a good learning experience. It's the next step up in complexity from using IFs / IFNOTs (conditional assembly). Instead of a bunch of IFs / IFNOTs, it instead uses sub files (FILE <Vanilla> FILE <Reloc>) which each use REQ (short for require) to conditionally include their contents. Then you don't need two copies of the name / description for the IFNOT Relocalized case.
Oh right, and in response to a previous post where you said:
I was actually gonna do "+" instead of "& _", but I don't see that in the TEXT characters.
That's correct, there is no + character in SoM's font. & only even works in the menu screens and not normal text boxes (the menu font has & but the in-game text font does not). Not a problem for a spell description.
SoM fonts (menu and VWF textbox, respectively):