I have 2 cents. Canadian, if that's OK.
Air
1. Fair Winds - I like this one. I'd like it more if it's duration was "until combat". Just to avoid the "micro" of checking to see if the spell's still up.
2. Maelstrom - I like the 2 range, but I think the effect should be lessened considerably. Both the damage and especially the damage limit.
3. Summon Air Elemental (8)- I like the 4 elemental spheres having their tier 3 summons, but okay with removing the rest
Ditto.
Body
1. Haste is great as is.
2. Regeneration - Could use bit of a boost - maybe. I think it's a solid spell. Haste is so good a not-so-great lvl2 spell for Body 2 is fine.
3. Graft Flesh - Fun!
Chaos
1. Dance of Blades - A little underpowered but I like the idea quite a bit.
2. Mutation - I'd prefer to see Ts. cut in power and OO priests given Mutation. It seems to fit OO so well. I'd put a Summon in the Chaos 2 slot. The catch, though, is that the Summon should really be something markedly different from the Spectre. I don't think the Chaos Maurader would cut it... though maybe as a Permanent summons like the skeleton?
Though I think either a combat boost or a terrain degrading spell would work well in this slot, too.
3. Summon Pit Beast - If many other Lvl3 summons are cut this would be a good one to keep. Especially if Death loses it's lvl 3. A terrain/feature ruining "Defile" could be nice here, though. Something you use to take a chunk of enemy land out of production for awhile.
A powerful "Burning Blood" type spell would work too, I think.
Death
1. Skeleton - good
2. Spectre - I'm uneasy about the Affinity.
3. Litch - good
3. Summon Wraith - I wouldn't miss it, but it works well.
Earth
1. Wall of Stone - I like it.
2. Stoneskin (4) - I've come to appreciate this one quite a bit, and wouldn't want to see it moved to Body.
But perhaps move a lesser version of Stoneskin to lvl 1 and put a production-oriented Hope/Inspiration type effect in for lvl2? Or a good siege spell?
3. Earth Elemental - I like the elementals, though I'd like to see even greater differences between them.
Enchantment
1. Enchanted Blade - good. Cut it to 10% and I'd still think it worthwhile.
2. Flaming Arrows - Ok. I think my lack of enthusiasm toward it has more to do with Archer-type units than the spell itself.
3. Spellstaff - I've always wanted more from lvl3 enchant. Nothing wrong with Spellstaff, though, and I've never thought of something better.
Entropy
1. Wither - I like the idea, though I think a stronger effect would be better.
2. Rust - I think this one's fun and powerful.
3. Enervation - Same as Wither: I like the idea and think the spell just needs a boost. Maybe even remove some xps from the targets?
Fire
1. Blaze - Fun.
2. Fireball - As a summoned bombarding fast collateral damage unit I think it's a little too powerful. Maybe just drop it's "bombard"? Then at least you'll need to get next to a city before wrecking it's defense bonus.
3. Fire Elemental - Good.
Law
1. Loyalty - Good, but this is one of the very few that I consider "boring". Maybe roll it up into Valor and have Law 1 be a low level but often-useful combat boost? Signifying the benefits of increased discipline? Maybe a permanent boost, ala Enchanted Blade.
2. Valor - Maybe dull, but I'd say "very good."
3. Summon Hosts of the Einherjar - One of the most useful Summons.
Life
1. Sanctify - Combining this with Destroy undead could be nice.
Rank two could be a healing boost, or perhaps boost food production? A medic-type promotion would be good, too.
3. Resurrection - I like the idea to allow unlimited resurrections, assuming the hero is "reset" to 0 xp.
Metamagic
1. Floating Eye - I like it, though I'd like it better as a Permanent Summon (ala Skeleton) or if you got 2 eyes.
2. Dispel Magic - Good.
3. Djinn - The affinity-with-everything is interesting, but I don't think it works out well in play. And I think Metamagic 3 is too good an opportunity to do something more interesting than a summon. A "ward" that disallows summoned creatures within 2-3 tiles of the caster? 2-3 tiles of a city? (Could such an effect be resistable?)
Mind
1. Charm Person - Good but perhaps too powerful.
2. Inspiration - Dropping it a rank is a nice idea - At Adept level +4 research is a much bigger deal.
3. Domination - Another fun one.
Nature
I like them all. The change to Treetop Defense is very welcome.
Shadow
1. Blur - I'd like to see Blur and Shadowwalk combined - I think of them both as city-attack spells, anyway.
2. Shadowwalk - I think a stealth-type spell would be good here. Some limited form of invisibility. Or something that gives good combat Withdraw abilities? Or even the ability to move on enemy roads?
3. Summon Mistform - Maybe my least-favorite summon. How about a more powerful invisibility?
Spirit
1. Courage - In addition to the present effect could it be given a combat odds boost combined with an increased chance the unit takes at least a little damage in combat? Probably too much effort for the result...
2. Hope - A very good spell IMO.
3. Trust - I like this one a great deal.
Sun
1. Scorch - I like it.
2. Blinding Light - If Charm Person is moved to Rank 2 then I'd like to see a more resistible version of this moved to rank 1. I think the two spells are too much alike. Not a big deal, though.
I like this a lot with Rathas, it's just as a Mage-spell that I find it lacking in interest.
3. Summon Aurelis - Ok, _this_ is my least favorite summon. How about a spell that either
a) Temporarily improves food yield in a city. (probably a caster-building)
or
b) gives +1 or 2 food in a city permanently
plus maybe:
Can Scorch a wide area.
Water
1. Spring - This is so handy I think it deserves to go to level 2.
2. Water Walking - As something that only effects the caster I think level 1 would be better. It can be _extremely_ useful, true, but I think mostly in combination with lvl 2+ spells.
3. Water Elemental - Good. Maybe collateral, too?