Air Sphere
Sorcery 2. Thunderclap - Hits 2 unit, the first within a 1 tile radius and the second within the ring around that radius.
Force Sphere
Sorcery 2. Telekinetic Punch- Strength 10 attack, weakened for every movement.
Summoning 1. Summon Mass - Summons a mobile mass of land which can permanently settle down in a tile and raise it by 1 level (Ocean->Ice (won't raise above this level)/Coast->Plains/Grassland/Desert/Tundra->Hills->Mountains).
Summoning 2. Summon Hand of the Gods - Summons a handlike unit which pushes another unit within its tile through the ground and all the way to the other side of the world.
Divine 1. (Not used in "Light") Compress - All golems and elementals are reduced by 75% in size (-75% strength, not combat) and will slowly grow over the next 3 turns (but only up to -25% of their original size). All other units are reduced by 25% and will grow back within the next turn.
Divine 2. (Not used in "Light") Forcefield - Creates a forcefield arround the tile on which the caster is standing. all units within a 1 tile radius are pushed away and no one can enter or leave that tile for 5 turns.
Shadow Sphere
Summoning 1. Steal Summoned Entity - Steals a randomly chosen summoned unit from somewhere around the world. That summoned entity becomes permanent (if not beforehand). Only one unit can be stolen per summoner.
Summoning 2. Summon Shade - Summons a barbarian shade which only attacks cities. A city attacked by a shade becomes "Dark", -5 happiness, +10% GP, every unit produced in that city can now, on will, become a shadow for a turn. A shadow unit can not be attacked, nor can it attack and has a 50% chance of remaining a shadow forever after shadowed.
OR
Summoning 2. Summon Shade - Summons a strength 12 shade.
And that's all I have.