Short definition, "this" refers to the current object that is in scope of the code, but in this case it is a bit confusing.
Considering how the code is laid out, without looking at anything else, it looks like it should either be the current buffDEF.power, or maybe buffDEF.chance since that is what the MND one uses.
If you look at where the code is currently placed, and what else is around it, you can get more context to what it is.
The Code could be "wrong" too.
Just want to explain this last thing before I stop talking about the code.
I'm well aware of what "this" usually means in code (hi there Java) but there's not enough context to infer what it actually means in this case. That is the first and only instance of "this" in the spellcard dump which probably means there's other code somewhere else that's giving the spellcard its effects like Ethan has mentioned. I figured as much, but I thought I'd pose the question to the two other programmers in the thread first.
Working on adding subclass spellcards now.
What editor are you guys using to open these files?
Quoting the start of all this:
Replace your exe with this. (Edit: Actually, just drop it in the same folder as your exe. Don't replace it. Just in case.
) I wrote a quick little hack to give her an extra command (seemed to work okay when I tested it...). Currently it's using Rabies Bite (08 02) as a place-holder. You can change it by changing the value at 0x06A34C with a hex editor to any of the values in the hacking guide I posted earlier. Feel free to give her something fun. 

I'm not sure what's causing you trouble... She just reads out the values stored in every front-line character's command listings. If you change a character's commands, the commands she has access to also change accordingly.
Enemy commands differ from character commands. They're contained in a different list. From my experimenting, giving a character a skill ID that doesn't refer to a character skill just crashes the game because they're nowhere to be found in the handler function. Junk data ends up being used when trying to load up their name/info/data and the border between execution and crashes collapses pretty hard. So enemies must use enemy skills and characters must use character skills; there's no way to mix and match them. Too bad... 
Hmm? Are you using a decompiler to get that function? Or part of IDA? There's a couple of things I'd like to find out about the game, but trying to trace through the asm in OllyDbg is suffering.
I'm a youkai hacker. I use ndisasm to dump a listing (ndisasm -u thlabyrinth2.exe > disassembly.txt) and then go through it by hand. I also code quick-and-dirty little tools to facilitate some things (in this case, a string-extractor that just takes the highlighted offset in my text editor and copies the string it points to to the clipboard - same tool I used when working on LoT-Rebirth (though with different offsets)). And, of course, I have no idea where I'd be without a text editor that supports regular expressions.
I'll be glad to point you off in the right direction if you're looking for anything in particular. I haven't found everything yet but depending on what you're trying to figure out about the game, maybe I can help...
On topic, is it just me or are the post-game boss level requirements completely insane? Even 30+ levels over them I get annihilated before I get a chance to do much. I'm starting to wonder if there's much of a point to it other than bragging rights (by the time you get the last 2 characters, anyhow, the post-game's nearly done so they practically seem to be there for novelty purposes only...) Granted, diva-Aya can make short work of the post-game bosses but that's just cheating. 
I'm just using Ethan's code dump to add formulas to the wiki as well as try to make sense of how the game works.
Edit: And finished adding subclass spellcard formulas. Looking into LoT Rebirth at the moment but that will be saved for after I finish my third playthrough of LoT2, trying to enjoy the story this time. Also, Ethan, your links in your signature are broken.
Edit2: Anyone remember how many Shikigami events there were on 9F to reduce Ran's Shikigami's strength? The wiki apparently can't decide between three and four and I don't remember the number of events there were.