Combat
I like combat spells that add tactical options and more indepth gameplay so that's what I'll be suggesting.
Some of this is copied from another of my posts... Some of it is original.
Walking Bomb- Create a humanoid of pure flame that can be moved and blows up when destroyed or at the casters will.
Tactical Spell
Knowledge = 15
Mana = 4
No Shard Requirement
Creates a temporary unit on the field that can be controlled and moved by the player. It doesn't attack but explodes dealing damage to all surrounding tiles. If it's destroyed before it reaches the enemy it will erupt possibly damaging allies.
Fire Spellbook
Note = Deals good damage for an AOE but can be dangerous if used unwisely due to an enemy having a chance to pop it before intended possibly causing unintended damage to allies.
Blazing Dash- Caster dashes forward in a straight line, dealing fire damage to any unit he passes. (Caster is capable of running through stacks with this spell, can be used to penetrate defensive lines)
Tactical Spell
Knowledge = 12
Mana = 3
No Shard Requirement
A combination movement and attack spell that deals fire damage to any enemy unit you pass when using it... Deals minor damage but can be used to penetrate enemy line or flee when surrounded.
Fire Spellbook
Note = Low damage for an attack spell, but when used intelligently can allow subsequent damage and outmaneuvering of an enemy.
Phoenix Flash - Casts only on self. When struck with a blow that would kill you, the caster is instead reduced to 1 HP and the attacker suffers massive damage possibly killing it outright.
Tactical Spell
Knowledge = 17
Mana = 8
Requires Fire Shard
A powerful offensive/defensive combo spell that allows the caster to escape death once while delivering retribution against the attacker with massive damage.
Fire Spellbook
Note = A powerful spell, but with a subsequently high mana cost.
Sweltering Spellward - Cast upon enemy mage. From now on when casting spells he/she suffers a small amount of fire damage.
Tactical Spell
Knowledge = 16
Mana = 5
No Shard Requirement
A useful spell for attempting to discourage enemy spellcasting. This spell deals fire damage on any enemy spellcaster it is placed upon. The damage dealt increases with each subsequent spell cast by the target. It can be dispelled but at a penalty.
Fire Spellbook
Note = If the enemy is protected by Reflective spell shield when this is cast upon them the magic is rebounded and placed upon the caster instead.
Battle Ignition - All allied soldiers detonate upon death, harming all nearby allies or enemies.
Tactical Spell
Knowledge = 18
Mana = 7
Requires Fire Shard
A kamikaze type spell allowing the caster to transform all of his soldiers into potential explosives!
Fire Spellbook
Note = Probably an Empire only spell? Deadly if used against a superior force with cheap expendable soldiers.
The Burning Dead - All corpses on the field ignite violently, causing fire damage to anything nearby.
Tactical Spell
Knowledge = 11
Mana = 4
No Shard Requirement
An attack spell that grows more powerful as more deaths accrue in battle, save it for the final attack!
Fire Spellbook
Note = A useful spell for making the enemy pay for your losses... And theirs!
Heat Flash Nightmare - Cast on battlefield. Each turn all units on the field except the caster suffer from fire damage and have a chance to ignite, suffering further fire damage. If a unit dies from this they explode causing massive fire and crushing damage to those nearby.
Tactical Spell
Knowledge = 20
Mana = 15
Requires Fire Shard
A brutal spell causing the entire battlefield to boil with superheated energy, nothing will survive!
Fire Spellbook
Note = A brutal spell, dispel it quickly or watch death feast.
Water Clones - Create 3 Water Clones of the caster, clones can move and attack but deal very little (1) damage if attacked the clones are destroyed and the attacker is poisoned.
Tactical Spell
Knowledge = 10
Mana = 3
No Shard Required
A useful spell to summon weak water clones. They have poor defense and attack but poison anyone that destroys them.
Water Spellbook
Note = Can only have one Water clone spell active at a time.
Reflective Illusion - Casted upon a unit, when the unit is attacked the attack is negated and the attacker suffers half the attack damage and is poisoned (Only functions once per cast)
Tactical Spell
Knowledge = 12
Mana = 4
No Shard Requirement
A defensive spell that rebukes attackers, only functions once per cast though.
Water Spellbook
Note = Cannot be dispelled, the Spell is used up even from weak attacks and deals no retributive damage when suffering 1 point of damage.
Iced Earth- Sprinkles (randomly) Ice patches on the Field. when moving if a unit touches or lands on an ice patch is moves in one random direction and stops losing all other action points for that turn.
Tactical Spell
Knowledge = 14
Mana = 4
No Shard Requirement
A field effect spell that plays havoc with enemy movement... Allowing for smaller more maneuverable forces to triumph over larger superior attackers.
Water Spellbook
Note = Cannot be dispelled, Fire attacks will negate the ice patches.
Body of Water - Converts the caster to a water form gaining complete immunity to fire and substantial defense to physical attacks. Electricity however causes massive damage. In this form physical attacks by the caster are weakened.
Tactical Spell
Knowledge = 16
Mana = 5
Requires Water Shard
A defensive spell that reduces all physical damage suffered by the caster by 75% after defense is calculated. While in this state fire has no effect and the casters physical attack is halved. However, lightning and electrical spells deal 3x normal damage. Possibly killing the caster outright.
Water Spellbook
Note = Electrical attacks = Death in this state, very useful against pyromancers however.
Reflective Spell Shield - Cast on a unit, any offensive spell cast upon that unit will cause a slightly less powerful water attack spell to attack the offender.
Tactical Spell
Knowledge = 16
Mana = 5
No shard requirement
A defensive/offensive spell that automatically retaliates against enemy spellcasting at no extra cost, making the subject of this spell an undesirable target for enemy spellcasters.
Water Spellbook
Note = Can be dispelled but when dispelled the dispeller suffers moderate cold damage.
Perfect Reflection - Creates a perfect duplicate of the caster that can cast spells/attack etc. The maximum mana is split between the two. If the original is killed the reflection becomes the original, if the reflection is killed the killer is poisoned. (This is a high level spell obviously requiring several ice/water shards)
Tactical Spell
Knowledge = 22
Mana = 10
Requires 2 Water Shards
An incredibly powerful spell that essentially doubles the caster.
Water Spellbook
Note = Double your pleasure, Double your fun
Lighting Movement - Caster gains lightning movement, can move instantly to any square for 2-3 turns, anyone near a square he portals to suffers lightning damage.
Tactical
Knowledge = 17
Mana = 6
No Shard Requirement
An offensive/movement spell that allows the caster to teleport to any point on the battlefield dealing very minor electrical damage to all surrounding enemies.
Air Spellbook
Note = Can be dangerous if used irresponsibly (Don't jump into the middle of that horde of ogres... It's just not good for your health.)
Storm Front - Caster creates a thunder cloud over the battlefield that for X turns randomly applies one of 3 effects to an enemy.
1- Lightning strike, unit takes moderate lightning damage.
2- Tearing Wind, unit loses all movement for one turn and suffers very light slashing damage.
3- Hail, unit suffers light crushing damage and a slight reduction to Atk
(Again a pretty high level spell)
Tactical
Knowledge = 19
Mana = 9
Requires Air Shard
A field spell that plays havoc with the enemy reducing their fighting capabilities in a variety of ways or just killing them outright.
Air Spellbook
Note = Powerful spell, deadly if not dispelled.
Wind Blast - Caster fire a blast of wind, has two functions depending on whether the target is an enemy or ally. For enemies is knocks them back and they suffer moderate crushing damage, for allies it gives them a one time boost to movement and attack speed.
Tactical
Knowledge = 12
Mana = 3
No shard Requirement
An Offensive/Support spell that can be used on enemies to knock them back or on allies to boost their speed for a turn.
Air Spellbook
Note = Useful for attack or for allied support!
Shocking Retribution - Cast on the field, whenever a unit dies his killer suffers double the damage of the fatal blow in electricity damage.
Tactical
Knowledge = 18
Mana = 6
No shard Requirement
An offensive field spell that effects ally and enemy alike, if used intelligently it could turn the tide of a close battle.
Air Spellbook
Note = Use intelligently.
Gale Buffer - Creates a realm of hyper condensed wind on each square around the caster, while active (2 turns) anyone who enters is knocked back and suffers light crushing damage and all projectiles are deflected. Projectile spells are reflected, direct effect spells can break through however.
Tactical
Knowledge = 20
Mana = 7
Requires Air Shard
A very powerful defensive spell rendering most attacks completely useless and violently repelling would-be melee attackers. Great for setting up a strong position.
Air Spellbook
Note = Think of some spell Combos!
The Blessed Wind - Causes all units to regenerate health and increases their defense for 3 turns.
Tactical
Knowledge = 24
Mana = 11
Requires 2 Air Shards
A deadly potent defensive field spell. Increases defense of all units while simultaneously restoring lost health.
Air Spellbook
Note = Use in emergencies to turn the tide of battle!
Immortal Stone - Makes the caster impervious to all attacks physical or elemental for 3 turns, however he cannot move and suffers a speed penalty after the spell wears off.
Tactical
Knowledge = 18
Mana = 6
No shard Requirement
A defensive spell that grants invulnerability for a time. Useful for squishy mages when the enemy gets uncomfortably close.
Earth Spellbook
Note = Absolute Defense!
Clay Spears - Caster can hide 4 clay spears as traps on the field, when units walk over the trapped locations the spears jab upwards doing high piercing damage.
Tactical
Knowledge = 15
Mana = 8
No shard Requirement
A trap spell that sets 4 trapped squares on the field, when walked upon by the enemy they are impaled by clay spears, dealing good piercing damage and losing one turn.
Earth Spellbook
Note = Traps Heheheh.
Trembling Earth - Causes the battlefield to shake violently, all ground units are incapable of movement for the duration.
Tactical
Knowledge = 20
Mana = 3 per turn
Requires Earth Shard
A spell that stunts enemy and ally movement, attacks are still possible however.
Earth Spellbook
Note = Tremor.
Rebirth of Gaea - The caster shields himself with impervious stone, making him immune to all damage. While this spell lasts he cannot move, attack, nor cast spells, but he regenerates life.
Tactical
Knowledge = 22
Mana = 10
Requires Earth Shard
A defense/healing spell that allows the caster to restore himself for continued confrontation right in the heat of battle!
Earth Spellbook
Note = We all need a break sometimes.
(High level defensive spell. High mana costs.)
The Spurned Earth - High level earth spell, causes multiple effects.
1 - The Earth trembles reducing movement to zero
2 - Spikes penetrate the ground impaling enemies for high piercing damage.
3 - Pits open consuming entire units... Enemy or Ally.
Tactical
Knowledge = 22
Mana = 11
Requires 2 Earth Shards
A field spell that destroys unmercifully... The very earth becomes your weapon.
Earth Spellbook
Note = Dispel or die.
The Eye of Voshrynn - A spell used to see that which cannot normally be seen.
Tactical or Strategic
Knowledge = 16
Mana = 5
No shard Requirement
Allows the player to see traps or invisible/stealthed units.
Enchantment Spellbook
Note = Necessary for those sneaky players.
Hidden Hand - A spell that allows the caster to cloak himself temporarily.
Tactical or Strategic
Knowledge = 15
Mana = 6
No shard Requirement
Player cloaks his Sovereign and ONLY his Sovereign from view by natural sources for 3 turns. This spell is broken if the Sovereign casts or attacks.
Enchantment Spellbook
Note = Stealth Op.
Summon Arc Razor - Caster summons a reasonably strong magic sword that he/she may wield for a short time.
Tactical or Strategic
Knowledge = 13
Mana = 6
No shard Requirement
Sword is summoned for 3 strategic turns or 1 tactical battle whichever comes first. Sword has an attack of 5 a + 1 to Speed and has a chance to lower an enemies Defense on a successful hit.
Summoning Spellbook
Note = The business end of a nice blade.
Invigoration - Caster can invigorate one chosen target continually feeding the target magical energy in return for heightened attack, speed and regeneration.
Tactical
Knowledge = 18
Mana = 2 per turn
No shard Requirement
Target regenerates 1 HP each turn and gains +3 base atk and + 1 Spd bonus while the spell is maintained.
Restoration Spellbook
Note = Give'em a pat on the back.
Hazardous Severing - Caster rends an enchantment violently, sending a shockwave of magic back to the caster of the enchantment.
Tactical or Strategic.
Knowledge = 20
Mana = 5
No shard Requirement
Destroy the enchantment and harm the caster... Two birds, one stone.
Ruin Spellbook
Note = The spell can resist being severed. The difficulty is a conflict between the magic power of the enchantments caster and the caster of this spell.
Heightened Reflexes - Caster uses magic to supernaturally enhance his motor-skills.
Tactical
Knowledge = 16
Mana = 10
No shard Requirement
Grants a + 2 Base bonus to Atk and Def Also adds 1 to spd.
Combat Spellbook
Note = Uses and Enchantment Slot
Dire Command - Caster utters a foul command that forces the target to obey.
Tactical
Knowledge = 14
Mana = 6
No shard Requirement
Chance of taking control of enemy unit in battle. Chance = Intx4 - Units individual battle rating. Minimum of 10% chance.
Death Spellbook
Awakening - Caster taps into the full potential of his being.
Strategic
Knowledge = 25
Mana = 20
Requires Fire, Ice, Earth and Air shard
Increases all Caster Statistics by 10 permanently also increases speed and movement by 1 permanently.
Mastery Spellbook
Note: Can only be cast once.
I'm sure I could think of more but I'd be doing a disservice to others if I made this list any longer.