Spells - storage, etc... [c#]

I want to implement a spell system, however I lack the ability to think of a way to store spells. Each spell has a variable for “speed”, “damage” and “cost”. What is the easiest but most effective way to store these spells?

Thanks in advance!

Here is an example I came up with. It is a very basic example, but should get you pointed in the right direction. Try this script out. This stores spells as booleans (true/false), and contains 3 sample powers (Damage, Defense, Regen). Each spell selected (by pressing 1, 2, or 3) changes these values. Try it out, hope it helps.

//C# Example

using UnityEngine;
using System.Collections;

public class SpellExample : MonoBehaviour
{
	public bool Spell1 = false;
	public bool Spell2 = false;
	public bool Spell3 = false;
    public int damage;
    public int defense;
    public int regen;
	public string label;

    void Update()
    {
		if(Input.GetKeyDown (KeyCode.Alpha1))
		{
			Spell3 = false;
			Spell2 = false;
			Spell1 = true;
		}
		if(Input.GetKeyDown(KeyCode.Alpha2))
		{
			Spell3 = false;
			Spell1 = false;
			Spell2 = true;
		}
		if(Input.GetKeyDown (KeyCode.Alpha3))
		{
			Spell2 = false;
			Spell1 = false;
			Spell3 = true;
		}
		
		
        if(Spell1)
        {
			label = "Spell 1 - Damage = "+damage+" - Defense = "+defense+" - Regen = "+regen;
            damage = 50;
            defense = 25;
            regen = 5;
        }

        if(Spell2)
        {
			label = "Spell 2 - Damage = "+damage+" - Defense = "+defense+" - Regen = "+regen;
            damage = 100;
            defense = 10;
            regen = 1;
        }

        if(Spell3)
        {
			label = "Spell 3 - Damage = "+damage+" - Defense = "+defense+" - Regen = "+regen;
            damage = 10;
            defense = 100;
            regen = 0;
        }
		
		if(!Spell1 && !Spell2 && !Spell3)
			label = "Press 1, 2, or 3 keys to choose spell";
    }
	
	void OnGUI()
	{
	    GUILayout.Label(label);	
	}
}

or could store them in something like

GameObject spells

then set the number in the inspector and assign each spell then just call the number the spell corresponds to when you need to play it.