based on kaels reply here are my suggestions (in blue):
Air
Mana effect- Boosts affinity
1. Fair Winds (4)-
replace with either: 'Fleet of Foot' adds a promotion that grants +20% chance to withdraw, and wears off at the end of turn. OR 'Scry' (same as Floating Eye from meta magic 1). make fair winds an OO only tier 1 spell.
2. Maelstrom (6)- love the spell but it is a balance issue
3. Summon Air Elemental (8)- I like the 4 elemental speheres havign their tier 3 summons, but okay with removing the rest
Body
(all good here)
Mana Effect- Boosts heal rate in borders
1. Haste (9)- about perfect
2. Regeneration (5)- its okay, nothing great
3. Graft Flesh (7)- fun spell, not sure about game balance but i will probably never remove it since its kinda a hallmark of our weird design
Chaos
(never been a fan of chaos, but i can never think of anything better
)
Mana Effect- Chance to cause mutation
1. Dance of Blades (2)-
Replace with "Rage", has a small chance to turn all adjacent units (friendly included) into barbarians?
2. Mutation (8)- Mutation is to powerful to be an adept spell, its about the perfect definition of a tier2 spell
3. Summon Pit Beast (6)- love the spell but your right that we could afford to have the slot be a non-summon (if we could come up with a cool chaos 3 spell i would move this to an entropy 2 spell)
Death
(great sphere)
Mana Effect- Boosts affinity
1. Raise Skeleton (9)- just about perfect
2. Summon Spectre (8)- very appropriate
3. Lichdom and Summon Wraith (9)- between the 2 this sphere works out nicely
Earth
(rubbish, worst of the elemental spheres by far)
Mana Effect- Increases mineral discovery chances
1. Wall of Stone (4)-
Replace with 'Stoneskin', add +1 defence strength and low level magic resistance to all units in the stack, 75% chance of wearing off, or romoved with combat.
2. Stoneskin (4)-
Replace with 'Tremors' reduces fortifications of cities.
3. Summon Earth Elemental (8)- good elemental summon
Enchantment- (not a bad spere, but it needs a little something...)
Mana effect- +1 happy
1. Enchanted Blade (10)
add another additional spell 'Enchant Forge', which builds an 'enchated forge' building in a city, which adds the enchanted blade promo to all units built in the city. will reduce micro considerably.
2. Flaming Arrows (8)
the same goes for this one, add another additional spell 'Enchant bower', which builds an 'enchated Bower' building in a city, which adds the enchanted Flaming Arrows prmotion to all units built in the city. again, will reduce micro considerably.
3. Spellstaff (8)
Entropy-
(another crappy sphere, need severe tweeking)
Mana Effect- Decreases enemy heal rate in your lands
1. Wither (2)
replace with 'Heat Burst', (when energy is used and converted to heat it s said to be heading toward entropy. it is theorised that eventually the universe will consist only of heat, as that is the lowest form of energy.) deals a very minor ammount of fire damage to all units adjacent to the caster, cap the damage from this spell.
2. Rust (6)
3. Enervation (1)
Replace with a spell that grants negative afinity of -1 strength for global entropy mana count. so if there are 4 entropy mana sources i nthe world, the unit gets a permanent -4 strength. high chance of resistance. affects only one unit at a time, does not affect heroes.
Fire-
perfectMana Effect- Boosts Affinity
1. Blaze (6)
2. Fireball (10)
3. Summon Fire Elemental (8)
Law- Boring sphere. Maybe Einherjar goes down to rnak 2, valor goes to rank 3 (and never expires) and we spice up the rank1 a bit?
(i agree with this, swap einherjer and valor, make valor more potent and permanent.)
Mana Effect- reduces maintenance
1. Loyalty (4)-
replace with something which adds a building to a city, that reduces war wearyness a bit, and automatically adds the loyalty promo to units built.
2. Valor (7)-
replace with Summon Hosts of the Einherjar
3. Summon Hosts of the Einherjar (6)-
replace with spiced up Valor
Life
(useless sphere)
Mana Effect- increases health
1. Sanctify (4)-
replace with 'Restore', heals units on the tile a small ammount, removes hell terrain, reduces the AC a bit.
2. Destroy Undead (3)-
replace with a spell that adds a promotion that adds death resistance and undead slaying.
3. Ressurection (4)-
allow eithe unlimeted ressurections, or make it add the immortality promotion. also add a second tier 3 spell, like with death, called 'Summon Angelic Choir', summons a group of angels that followed Sucellus, these anges can cast 'heal', 'Restore' and 'bless', and have 4 holy strength, and 'demon slaying' 'angel' and guardsmen promotions.
Metamagic- I like this sphere
Mana Effect- none, instead the mana effect (reduces enemy resistances, increases spell damage) is applied to units that know the sphere, not just to those in the owners empire
1. Floating Eye -
a good spell, but suits Air more imho. replace with 'Magic Missile' causes a bit of damage to a single enemy unit. cap the max damage dealt from this spell.
2. Dispel Magic
3. Summon Djinn -
also a good spell but would be better id this was an amurite only spell, and replaced metamagic 3 with "cast Ring of Warding" which, if cast in a city, adds a building that makes all units immune to magic and damages summons, or, if out of a city, build an improvement that makes all units immune to magic and damages summons.
Mind- A decent sphere but I like your idea to switch charm person and inspiration
Mana Effect- increases research rate
1. Charm Person (4)- I like the spell but it is overpowered, it will be better as a rank 2 spell
(better as rank 2)
2. Inspiration (6)- Decent but boring, it will do much better as a rank 1 spell (better as rank 1)
3. Domination (8)- A good spell
Nature- I think this spell is pretty good and I think treetop defense is a lot better now that it instantly fortifies the stack
Mana Effect- None (boosts a lot of non-summon creatures)
1. Treetop Defense (6)
(does this spell even DO anything???, id much rather see entangle make a come back.)
2. Poisoned Blade (7)
3. Vitalize (9)
Shadow
Mana Effect- Boosts affinity
1. Blur (4)-
replace with 'Stalk' which makes the unit unable to attacked or be attacked, and gain Hidden nationality.
2. Shadowwalk (6)- Maybe boost this into a rank 3 spell?
(make this make the caster ignore terrain movement and make it level 3.)
3. Summon Mistform (6)- A good spell, but it would be a good candidate for a level 2 summon.
(level 2 summon would be good)
Spirit
Mana Effect- increases GPP growth
1. Courage (4)- limited effect
(not sure what to do with this, its ok really...)
2. Hope (6)- okay, but a bit boring
3. Trust (7)- I like this spell, but it may need something to improve it.
(needs a secondary spell to boost the benefit of a spirit archmage. possibly 'Burning Spirit' which increases the amount of EXP gained from combat by 1, give it a 25% chance of wearing off, stacks with raider trait?)
Sun
Mana Effect- Boosts Affinity
a good sphere.
1. Scorch (6)- decent spell
2. Blinding Light (7)- I could move this to rank 3, increase the range and reduce the resistance chance. A "Flash" spell could be created to keep the current (or a bit weaker) form for the ratha and such to use.
3. Summon Aurelis (7)- This could be weakened and moved to rank 2
Water
Mana Effect- Boosts Affinity
1. Spring (10)
2. Water Walking (8)-
id like it if the Water 2 promotion istelf gave the caster water walking, as a pasive effect, and a secondary spell was added in here. perhaps 'Geyser' which causes a massive fountain of water to shoot out of the ground and scatter units in a nearby enemy stack and deal a small ammount of damage in the process. would be good counter for the dreaded SOD.
3. Summon Water Elemental (4)- I like the spell, but it is to weak.
make water elementals able to cast water level 1 and 2 spells as well? and make them have permanent life duration if they do not touch land?