The majority of those are now fixed.
A while back, in lieu of using v#s for spells on objects, which had some inherent flaws, I replaced them with a spell pointer so that (a) as many spells as necesarry could be added, (b) a random repop percentage could be assigned, and © objects would be saved with skill name instead of number, making goof-ups from manipulating the skill table less likely (we might want to rearrange it later for example to group similar skills together, and this would throw off index numbers and cause great pains when loading areas).
However, I forgot to convert the v#s to their respective spell pointers on the magical use items (scrolls, potions, etc.). With a few new functions the areas are now in their correct form, and any person who logs in with old items that are missing spells will have them assigned.
There are a few items, mainly wands it looks like, that didn't have spells assigned to them to begin with (e.g. the wand of silence). These can be fixed manually.
There is still an unused "v0: Level" field remaining on all of these objects that I will remove at my convenience - it is redundant since adding spells using "addspell" lets you specifiy a level and assign different spells with different levels. v1-v2 will still be used to assign charges on wands and staves.