I am making this page as a result of an afternoon dicking around with Sacrifice cheats. After a while, I began to find some VERY strange things. If you're interested, read on.
The main thing is the "GimmeGimmeGimme _____" cheat. I found LOADS of weird crap with this. First of all, I don't know if this is mentioned on my Sacrifice Cheats Page, but if you type in the name of a Creature instead of the name of a Spell, you will get that Creature's Summoning Spell. Well, you can get summoning Spells for heroes (I already knew that), but I found that you can also summon Ghosts, Snowmen, Zombies, et cetera. Odd that they would have a Summoning Spell, don't you think? It even has the round Peasant-type icon, and it costs the same as a Manahoar's Summoning Spell (one Mana, one Soul). Weird. You can get a Summoning Spell for Sac Doctors, too, which costs no Souls but ten Mana. I cannot fathom why that would exist.
But it gets even better. For fun, I tried putting in the name of a Wizard, to see if I could get a Wizard Summoning Spell ("yeah right", I'm thinking). Well, believe it or not, I came pretty close. Type in the name of any Wizard, and you get a regular-type Spell with the Wizard's Hat icon and the name of that Wizard. It costs no Mana, no Souls, and appears to be a "Level One" Spell. You can get as many of these as you want, but when you cast them, even though you'll go through the casting motions, nothing detectable will happen. Why on EARTH would they have made Wizard's Name Spells? I don't get it. You wouldn't be able to cheat for them if they weren't there. Hmm. What could they have been for? Maybe each Wizard was supposed to have a unique Spell?
And here comes the real kicker: If you type the name of a Creature's special ability, you get it as a Spell! This could actually come in handy. Not all of them work, though. "Stealth", "Rockform", and "Play Dead" do nothing. "Cage Pull" and "Web Pull", unfortunately, don't seem to work quite right (too bad, because it'd be crazy fun to do that!). "Devour" doesn't work simply because by the time you get close enough to use it, you will have absorbed the Soul. "Call Lightning" works fine, but without the "Lightningrod" innate ability, it's worthless. And "Quake", although it summons up a cloud of dust to obscure you for a few seconds, doesn't actually cause a tremor.
Others work fine, though. "Rend Soul", "Lifeshield", "Protector", "Run Away", "Bilemites", "Sticky Bomb", "Viscous Oil" "Divine Sight" and "Firewalk", to name a few. "Firewalk" is rather odd, though - while it only has limited range on the playing screen just like it does with Warmongers, if you use the mini-map to target a location, it has infinite range just like "Teleport". In this sense, it is essentially a non-Building-based, fifty Mana one-person "Teleport" Spell. "Divine Sight" has a little quirk as well - even though it only costs a small amount of Mana, it takes a ridiculously long time to finish casting, which is strange, since it only takes Rangers a second or two to use. I'm assuming that the presence of these special abilities as Spells means that they count as Spells for the Creatures that normally use them, too. Hmm.
Also, the "APlethoraOf _____" and "AllIWantForXMasIsA _____" cheats can be used for getting Sac Doctors, which will just stand in place once you put them there, and do nothing. Strange. Between this and the mention above of there being a zero-Soul ten-Mana Summoning Spell for them, I think that perhaps you were originally supposed to have to summon Sac Doctors, protect them, and have them follow you around to convert Heathen Souls and desecrate Altars, rather than using the respective "Convert" and "Desecrate" Spells that we have now. Maybe you would even have to summon four of them to do anything, since that's how many appear during conversion and desecration.