OK my 5 cent in green.
Air
Mana effect- Boosts affinity
1. Fair Winds (4)- effect is to limitedfly spell for land units (Ignores Movement penalties, duration one round)
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
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
Mana Effect- Chance to cause mutation
1. Dance of Blades (2)- weak, definitly need a boost here add an retreat changse, and it´s ok. But it would be cool, if the weaponpromotion gets a monster (Dancing weapon)
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) "Chaos spawn" kills the weekest creature in a stack (or in all stacks, even your own, within a radius) and gives a Chaos spawn creature to the caster
Death
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
Mana Effect- Increases mineral discovery chances
1. Wall of Stone (4)- decent but not very interesting
2. Stoneskin (4)- same as above, kinda dull how about terraforming at this point, level Mountains, raise hills..
3. Summon Earth Elemental (8)- good elemental summon
Enchantment- This sphere is about perfect for what it is. Im okay with some spehres being good for a single caster getting experienced in it and this should be the model for that. Though as you mention it shouldnt exist in all spheres.
Mana effect- +1 happy
1. Enchanted Blade (10)
2. Flaming Arrows (8)
3. Spellstaff (8)
Entropy- Very weak sphere, something needs to be done. Maybe rust needs to move to rank 1, Summon Pit Beast to rank 2, and a very improved enervation/wither combo at tier 3?
Mana Effect- Decreases enemy heal rate in your lands
1. Wither (2) I think an "blase" effekt like in sun would fit in perfektly, perhaps you can destroy Forest with wither, or just wither plains to desert
2. Rust (6)
3. Enervation (1)
Fire- About perfect, i wouldnt want to touch it
Mana 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?
Mana Effect- reduces maintenance
1. Loyalty (4)- such a limited effecthow about ending revolutions with loyality
2. Valor (7)- good spell but dull
3. Summon Hosts of the Einherjar (6)- Id like to get this to be a rank 2 spell
Life
Mana Effect- increases health
1. Sanctify (4)- boring spell perhaps sanctified areas damage undead. And Entropie could dispell sanctify. and if sanctified areas don´t turn into hell train, it would remove a lot of mikromanagement
2. Destroy Undead (3)- Way to limited effect, this may be a good place for a level 2 summon?Send me an angel. Perhaps this angel could selfdestrukt to damage undead
3. Ressurection (4)- Maybe allowing unlimited ressurections isn't such a bad idea?No, that would be great
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 Eyeas field improvments, can be pillaged, no upkeep (perhaps outside your culture borders) as scouting sentrys would this be great. Again less mirkromanagement (for Hawk-scouting)
2. Dispel Magic
3. Summon DjinnI think a city protecting spell against Magic would fit perfekt for metamagic
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
2. Inspiration (6)- Decent but boring, it will do much better as a rank 1 spell
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)summon animal(Wolf?) would be cool
2. Poisoned Blade (7)
3. Vitalize (9)
Shadow
Mana Effect- Boosts affinity
1. Blur (4)- A pretty weak spellhow about hide, a spell that hides a stack, as long it doesn´t move
2. Shadowwalk (6)- Maybe boost this into a rank 3 spell?
3. Summon Mistform (6)- A good spell, but it would be a good candidate for a level 2 summon.
Spirit
Mana Effect- increases GPP growth
1. Courage (4)- limited effectperhaps the courage promotion grant a little bonus to the stack, if the unit dies in combat
2. Hope (6)- okay, but a bit boring
3. Trust (7)- I like this spell, but it may need something to improve it.I like the idea that trust reduce the happy penalty from war
Sun
Mana Effect- Boosts Affinity
1. Scorch (6)- decent spellbut sun is something good. How about warmth: melts tundra to plains. Than can wither do the job turning plains into deserts
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)- this cant ever effect the entire stack because you would make ships obsolete and remove the strategic effect of water from the game a second spell would be great. Perhaps an improvment for Water titels. Or defenciv improvements( Reef?) for water titels, witch cause damage, when pillaged or damages ships passing through (and are first to pillage), or perhaps creating rivers would be cool. but something boosting ships would be nice too
3. Summon Water Elemental (4)- I like the spell, but it is to weak[/QUOTE]