Heres a list of sorcery info, categorized by spell type. It takes a lot of flicking back and forward from the pedia to use magic properly, so the list is something I wrote to make it easier to find which spell spheres are useful at a glance (makes mage specialization easier).
Not sure if it belongs in this thread, but seems as good a place as any
Sorcery spells/spheres by Spell type:
City Buff:
Earth I : Wall of Stone +25% city defence
Mind II : Inspiration +4
Spirit II : Hope +1

, +4
Law III : Unyielding Order - no unhappiness or maintenance, ends city riots from capture
Permanent Unit Buff:
Law I : Loyalty - unit cant be converted
Spirit I : Courage - heals units in same tile 10% faster and immune to fear
Enchantment I : Enchanted Blade - strengthens melee units 20% and removes rust
Enchantment II : Flaming Arrows - strenghens archery units 20%
Temporary Unit Buff:
Nature I : Treetop Defence +2 first strikes if in forest
Chaos I : Dance of Blades +1 first strike, lasts one turn
Body I : Haste +1 movement, lasts one turn
Body II : Regeneration - heals 10% faster, lasts until used
Law II : Valor - extra 1 xp each combat, 10% chance of wearing off per turn
Targetted:
Entropy I : Wither - gives -20% healing/turn , resistable
Mind I : Charm - Unit cannot attack, 10% chance of wearing off per turn, resistable
Life II : Destroy Undead - damages all undead on tile
Chaos II : Rage - turns unit to barb
Death II : Contagion - gives disease (-30% strength, -10% healing/turn, -10% healing/turn for all units on tile)
Earth II : Rust - weakens melee units and metal golems
Earth III : Tremor - moves enemy units within 1 tile radius back a tile, resistable
Entropy III : Enervation - halves living units xp, resistable
Mind III : Domination - takes control of target, resistable and can lose control of caster
Water III : Tsunami - damages units on coastal tiles when land turns to ocean, small chance of killing them
Summons:
Death I : str 3 skeleton, permanent
Nature II : str 3 tiger, permanent, can make tiger cage
Fire II : str 3 fireball, can bombard and collateral damage
Fire III : three str 5 meteors, can bombard and collateral damage
Caster buff:
Dimensional I : Escape - teleport to capital
Water II : Water Walking - can use coast/inland water tiles.
Death III : Lichdom - turns archmage to lich
Enchantment III : Spellstaff - can be broken to allow a second cast that turn
Terraforming:
Water I : Spring - desert to plains
Fire I : Scorch - plains to desert
Life I : Sanctify - removes fallout
Entropy II : Defile - adds fallout
Nature III : Vitalize - upgrades all terrain but desert
Water III : Tsunami - turns coastal land into ocean
A few of them I dont know exact numbers, so if anyone can fill in the blanks that would be sweet. Oh and a tremor isnt really targetted, but its an offensive spell so it seemed to fit there best
