I just noticed those design docs posted earlier.
Smily faces sometimes indicate comments.
Sorry to take up so much room, but i don't knowhow to add one of those scrollable files.
"Air Sphere
1. Wind Wall- Makes ranged attacks 50% unlikely to hit the caster or units in the casters tile
2. Conjure Air Elemental- Summons an Air Elemental for 1 turn
Mediumstrength, high movement, both land and sea
3. Chain Lightning- Summons a strength 12 lightning bolt that has the Blitz promotion
Chain lightning should be able to gain promotions that will make it just as good against units as its opposite (earthquake) is against structures.
A wonder: Divine Winds
-Produces an Air Elemental on every tile of you cultural border.
Body Sphere
1. Circle of Being- Allows the Caster to give health to target unit
What if it more evenly distributed the health of allunits in one tile?
2. Regeneration- Speeds the target units healing
3. Stoneskin- Makes the unit immune to the next 50 points of dmg
I don't really know how the combat system works.
It that a lot?
A wonder: Enslave the Earth (already described)
Chaos Sphere
1. Confusion- Unit behaves randomly for the next turn
2. Rage- Unit becomes a Barbarian unit
3. Reversal of Fortune- Gives a bonus to target unit relative to strength difference between it and higher strength opponents
Nice idea. Very David and Goliath
A wonder: Blight (already described)
Creation Sphere
+1. Bloom- Creates a Forest
+2. Vitalize the Land- Snow turns into Tundra, Tundra turns into Plains, Plains turns into Grass, Grass turns into Forest
What if my plains had a workshop or a cottage?
This doesn't do anything to deserts
3. ?
How about
Flourish-Increases a cty's population by half (rounded down)
A wonder: Genesis (already described)
Death Sphere
1. Raise Skeleton- Summons a Skeleton
Would these be the same ones from the frozen artic?
Could they be more powerful?
2. Contagion- Does damage and disease 50% of the units in the effected tile
3. Summon Wraith- Summons a Wraith
Invisible? Kind of like a super assassin?
A wonder: Knell of Darkness (already...)
Dimensional Sphere
1. Escape- Returns the unit to the capital
2. Shadow Walk- Teleports the unit to any city that has an Obsidion Gate
3. Teleport- Teleports the unit to any revealed tile
Sounds quite fun, but easily abused.
A wonder: Power of the Unseen
All units on map gain invisibility promotion, and lose detect invisible promotion.
Earth Sphere
1. Wall of Stone- Grants the city a temporary Wall building

Could it also give a tile a temporary fort?
+2. Conjure Earth Elemental- Summons an Earth Elemental for 1 turn
3. Earthquake- Destroys buildings and improvements
A wonder: Lord of the Mountains
-All mountains are turned into hills, one out of all other 10 flat land spaces in also turnedinto a hills. All units from city gain free guerilla promoton.
Enchantment Sphere
1. ?
2. ?
3. ?

How about
Copy-Repeat any spell done in a 3 tile radius recently.
Enchanted Forest-Cast on a forest, jungle, or ancient forset insideyour cultural borders. Any units moving through it that don't belong to you will be attacked by giant spiders (wink).
Prosperity-Target city get temporary bonus in commerce, happiness, and health.
Celestial Realignment?
Entropy Sphere
1. Defile- Curses the tile, giving negative production and health effects.

While you're at it, why not make it give negative commerce too?
2. Enervation- Decreases the targets level by 1, reduces experience, removes 1 promotion
Shouldn't it take away just the most recent promotion?
3. Summon Demon- Summons a Demon for 1 turn
Apocalypse!
Fire Sphere
+1. Fireball- Summons a strength 4 Fireball
+2. Conjure Fire Elemental- Summons a Fire Elemental for 1 turn
+3. Meteor Swarm- Summon 3 Strength 7 Meteors
A wonder: Fires of Heaven
-Starts wildfires in all forests, ancient forests, and jungles on map
Force Sphere
1. Levitate- Allows the caster a brief glimpse of everything in a 3 tile radius.

Kind of weak, what if it were better on a hill or mountain or forest?
2. Telekinetic Punch- Strength 6 Attack
*cough* Civ III style Bombardment *cough*
3. Forcewave- Moves all enemy units within 1 tile of the caster back 1 tile.
Ice Sphere
1. Frostshield- Reduces damage from Fire spells and creatures
2. Winterberries- Creates a permanent tile improvement on snow terrain that gives it a bonus to health and happiness

An improvement would be more like Ice Industry
Winterberries is more like a resource
3. Blizzard- Adds snow to the terrain, reduces global warming
Can it be used on water tiles? (causes ice)
Seems like it could be cast repeatedly to totally stop global warming
Law Sphere
1. Tower of Iron Will- Makes the unit immune to the effect of Confusion, Domination and charm effects
2. ?
3. ?

How about
Rule of Law-Reduces Maintnance and increases happiness in a city.
Inquisition-Inquisits target city
Life Sphere
+1. Cure Disease- Removes the Diseased and Plagued promotion from all units in the same tile
2. Healing Rain- Heals all units in the same tile
3. Resurrection- Resurrects target unit

A unit that died recently in that tile, or any unit anywhere?
Metamagic Sphere
1. Dispel Magic- Removes any existing spells (good or bad) in the targeted tile
2. Magic Resistance- Gives the unit the Magic resistance promotion for a few turns.
3. Anti-Magic Shell- Removes all spells within a 1 tiles radius of the caster and keeps any new spells from being cast for the next turn in that area.
Mind Sphere
1. Charm Person- Allows control of target unit. The unit has a 5% chance per turn of returning to its original controller. The unit cannot be made to attack its original civilization.

Does it gain normal Xp against its old civ?
Do you have to be at war with its civ?
2. Inspiration- When cast in a city it temporarily boosts the research rate of that city
3. Domination- Allows control of target unit. The caster becomes rooted and is unable to cast spells for as long as this spell is in effect
Can it be turned off?
What is the range?
Nature Sphere
1. Summon Tiger- Summons a tiger which becomes a barbarian unit after 1 turn

Only Tigers? Not bears or Wolves or things like that?
+2. Entangle- 80% chance to root every unit in the tile for 1 turn
3. Summon Storm- Puts out all forest fires with 5 tiles of the caster, has a 10% chance to lightning bolt every enemy unit in that radius.
Should nature get a shield because its opposite (ice) does?
Shadow Sphere
1. Invisibility- Hides the effected unit

Gives it the invisibility promotion?
2. Illusion- Creates a fake unit that lasts a few turns
What do you mean by fake?
Will it have any effect?
Will it be easy to be noticed as a fake?
3. Hallucinary Terrain- Hides effected city
Spirit Sphere
+1. Bless- Applies the Bless promotion on all non-Demonic units in the same tile until their next combat
2. Hope- When cast in a city it temporarily boosts culture output and happiness of that city
3. Enmity- Cast against another Civ leader, all other Civ's have their rating for that leader reduced. Multiple Enmity spells don't stack.
#3 seems a little evil for the spirit sphere.
What i it instead made everyone like you?
Sun Sphere
1. True Seeing- Reveals all invisible units in a 2 tile radius.
Too weak should reveal in a 3 space radius
2. Pillar of Flames- Summons a pillar of flames which hits every unit in the effected tile. Does extra damage vs demonic units.
Please say it can burn forests...
3. Scorch- Turns the tile into a Desert tile. Increase global warming.
What exactly does global warming do?
Shouldn't it be called entropy?
Water Sphere
1. Walk on Water- Allows the unit to cross water tiles for 2 turns
What if they are still on water when it ends?
I think it shouldlast until they are on land again.
2. Conjure Water Elemental- Summons a Water Elemental for 1 turn
3. Tsunami- Can only be cast against tiles bordering the ocean, damages units and destroys buildings and improvements. Has a small chance to convert that tile to a coast tile."
Can it ever turn a city into a coast tile?
I really want to destroy my rival's capital that way.