Ah, getting some tougher questions now

I am actually not sure I can answer all of these so hopefully someone else comes along.
Q: Some units have resistence (Positive or negative) to damage types. For instance, dwarves are somewhat resistent to poison (25% if I recall). Now, a Giant Spider is strength 4 + 1 poison, does the 25% resist mean that it is basically a 4.75 total strength? Is the 25% taken off the total strength of anything with poison damage?
Yes, resistance only affects the specific portion of the damage due to that type. So the spider would seem to be a 4.75 in this case.
Q: Spell damage is fairly vague. Generally it does ~X damage to a maximum of Y. I pretty much get that bit, but how do effects that boost damage change this? Combat 1 increases damage by 5... does that mean the spell does it's normal damage, and then gain another Absolute 5% on top of that? I.E. 35% damage turns into 40%, if that doesn't put it over the cap.
One that I am not perfectly crystal clear on, but how I get it is that the ~X means that it should do precisely that much damage, with a bonus for the attacker's boosts, and a penalty based on the enemies resistance. However, the Limit of Y is solid and the spell is incapable of every harming a unit past that (so you could make a spell have a limit of 99% and it would absolutely never kill a unit, though with enough castings it would get them to show 0.0

).
This answer however I am not completely certain I am correct on.
Q: Some spells are resistable, such as charm. Charm says it has a +40% resist chance... so I assume it's 40% greater than some base resist... right? If I decrease the opponents resistence with, say, arcane trait, that decreases it by 10%... so do they resist it now 40%-10% =30% of the time or 40% - 10%(40%) = 36% of the time?
Minimum resistance for any spell which is resistable is 5%, maximum is 95%. Thus there will ALWAYS be an element of chance unless the spell is non-resistable, or the target is magic immune. Reasonably certain I recall the base being 20%.
Q: It seems to me that spells like Charm that have a % chance to wear off, do so at the end of your turn. This means that sometimes Loki will charm a fellow, and have it still attack right away because it wore off at end of my turn. Am I correct in this, or just not keeping track of things well enough?
The chance is done at the START of the turn for the player CONTROLLING the unit who holds the promotion with a chance to wear off. Hence it can easily wear off before the AI actually gets a turn since they must start their turn between when you cast it and when they can choose to attack or not.
Q: One last sorta magic related Q, the Over Council can make votes to ban certain mana types... does this effect people not in the council? If you still want to use those mana's, can you leave the council?
It should only affect members of the council. But I have heard of enough glitches with other resolutions I wouldn't be amazed if it affects everyone sometime
