Yeah, since death magic in Erebus is actually unnatural undeath magic, death and nature can oppose each other.
I don't really have Creation up and running in my current version. In my previous version:
Creation I: Fertility: Creates a requires caster building called Fertility that provides and stores food.
Creation II: Inspiration: Creates a requires caster building called Inspiration that provides free slots for all kinds of specialists, plus aGP and research bonus.
Creation III: Prodigious Birth: Causes a random great person to be born in a random civ's random city.
I had Prodigious Birth working fine before, but broke it somehow. Inspiration seems more appropriate for the Creation sphere than for Mind, but I didn't really like the Mind I spell I added in my previous version and haven't come up with a better one so I've left that sphere alone for now and haven't changed the effects of the Inspiration building yet. Right now I have Mind I and Creation I being identical, and a Creation 2 spell called fertility that just increases the city population by 1. This is only temporary though.
Force 1: Temperance: Gives the temperance promotion, which grants 30% resistance to both holy and unholy damage.
Force 2: Repel Divine: pushes angels, demons, and priests back a tile, and deals a small amount of damage to them. Can be resisted
Force 3: Wall of Geiss - basically a copy of Sanctuary that doesn't usually last so long (length depends on the caster level), costs the caster all his force promotions.
Force 3/Spirit 3: Peace, taken from Corindale. Actually, I don't think I've added this in my current version.
Force 3: Summon Runewyn: as the name implies, it summons a Runewyn. I just added this last night, based on an entry in
the Bestiary. Runewyns start with Angel, Flying, Magic Immune, Angel Slaying, and Demon Slaying, but more importantly they can target arcane units (and archmages in particular. I currently have it targeting high priests too, but I may drop that.) in stacks of better defenders, they defend against arcane units first, they have a 100% bonus vs arcane units, and they can cause their victims to loose random spell spheres and channeling promotions.
While allowing ranged attacks by promotions is not hard in FF based mods, I don't really think it is appropriate for the force sphere. Force is about balance, not physical pushes and pulls. It is also about reaching and enforcing consensuses, and since the natural laws of Erebus were set by consensus it entails preventing them from being broken or bent by supernatural means. Force magic is kind of a paradox, as the sphere prefers the mundane and delving too deep into studies of how to use it is against its nature. Reality itself could be considered one enormous force spell that all the souls of gods and men cast together without realizing it. I can't really imagine the ability to channeling and concentrate the essence of balance in order cast a spell with it, as balance seems by definition to be the state in which all the elements are least concentrated. Force seems like it is more anti-magic than magic. I suspect that one could at least theoretically however combine Force magic with powerful Mind, Shadow, or Spirit magic to manipulate the collective subconscious into reaching a consensus strong enough to change the laws of nature.