Best Answer
Nope - you have to query stuff because gos passively scans memory instead of hooking game functions.
Any callbacks that you see listed in APIs (official and unofficial) are done through polling the memory state and trying to re-create the data you might expect from such events (buy/sell, buff add/remove, spell cast, etc).
Lots of spells cannot be handled properly by GOS but any that has a channel time associated can be pulled from active spell and checking current activespell vs previous one will give an onCast event. This will miss probably 30% of skills in the game that are just.... different. Some spells can be tracked by seeing a buff be added to a character, some can be seen by a dash happening... some are nearly impossible to touch.
Alpha is a mess but it will give you an idea some of the ways you could be notified of spells happening. The core querying system is actually not that bad in terms of performance impact so might be worth giving a try. Subscribing to events like onIncomingCC are much more difficult because they need to track spells after they've been fired (mostly through missile collision checks)
Again please excuse the mess of code - it works though every time the GOS Api is 
http://gamingonstero...ction-and-more/