Well, I think that my favorite contributions were from the School of Mysticism, if I had to choose.
Still, the rage school has some interesting things because Angry Blood, Anger's Punishment, and Angry Revenge are just so much different than other spell effects.
But yea, I agree that trying to determine how many spell points/ mana is REALLY HARD if not impossible. And that everything WILL be changed. I based all my values off of the Spell of Making being 25/ 25 ... and of people starting out as 15/15 ... this leads me to believe that in order to cast high level spells they will need a lot of levelling. Still, the spell points required for some of my more "crazy" spells will probably need to be higher once we have those techs that increase our SpellPoint Caps.
If I had to narrow down my wishlist, it would be everything from Mysticism and Rage spellbooks (and probably my Chaos spells too). Those are the ones that are really "unique" in my opinion.
Truthfully Im proud of all the rage spells, and while some of the Mysticism spells are there to "create" the class, like the Ethereal Spells, the rest (like Third Eye, Foresight, and Appocalypse Now) I am quite proud of.
See, my idea is to have battles take place in new and exciting ways. Not only a Strategical Magic duel but also a Tactical Magical Strategy for casting spells. If you have a lot of spare mana, the RAGE spells can really synergize, yet some of the Rage spells are only useful if you are losing a battle or other special circumstance.
Still, the idea is to make the spell be awesome without it "Just" being about the damage, but you have to have the damage spells too. Of course from the core spell books we have a lot of very simple damage spells, but the Monsoons and Blizzards are very interesting strategic storms ... and a Blizzard has the potential to wipe out an entire army. And then you have Troposphere spells from Air that are the "perfect" counter to Storms ... I mean, they can be dispelled the normal way, but use a Troposphere is the most cost effective way to remove an enemy Storm enchantment, or tactical storm spell.
Also, if you fight a battle *inside* a storm, that storm will continue (to an extent) inside the tactical battle.
With Necromancy, my core idea was to have summoned skeletons NOT cost enchantment slots, and to be created at the expense of your population. Maybe a gold upkeep just to be balanced, but probably less gold than normal soldiers.
Also, perhaps my fascination with Tactical spells is partly due to my plans to work on a Shin Megami Tensei mod, which would focus primarily on INTERESTING and VARIED ways to fight a tactical battle, and some monsters that cannot be killed in the conventional way.