Well, that's true enough, since obviously Civ is rather limited as a spell-based wargame. I was referring to taking existing spells (and whatever new ones you guys come up with, the new vfx look cool already) and combining them into fewer, but longer, spheres, rather than making 10 new spells for each sphere that exists already, though. I just think it would make for a cleaner, more sensical system, though it wouldn't fit with FFH lore as well as the current system.
But you can't go wrong getting ideas from Dom and AoW. Both have great spells - though Dom's are made a bit more interesting by that game's permanent affliction system, such as chest wounds, burns, and lost limbs, that would be impossible/aggravating to implement in Civ. I'll post some of my fav's anyways though when I wake up, maybe some neat ideas there
Are you guys making new Rituals/Global Enchantments, too?
Edit: This is just another random idea, and not a spell - but I'm suggesting it anyways because I dont know how WM's mana system is going to work yet. Assuming the current spammable spells are staying (and maybe even if they aren't) something I've wished for in FFH for a long time are tiered Fatigue/Casted promos (whatever the "has casted" promo is called.) So, for example, casting a level 1 spell would cause Fatigue (1/2 combat str, cannot cast) for 1 turn, while casting a level 3 spell would fatigue the caster for 3 turns, etc. This would be mainly to prevent the current "walk a lone archmage into the AI territory and meganuke everything every turn till you win" strategy, and add a bit of thought to how mages are used, since they would have to be defended during the recovery turns with weakened attack/def. It would also open the way for new caster promos such as "Can cast level 1 spells without becoming fatigued" at high levels, for example, and units like Firebows could be exempt.