I went through the thread list and while some threads exist for suggestions about specific spells and others have pointed out the very vanilla nature of the spells (spells from each element generally do the same thing with the names changed), none have really backed up and addressed the basic issue of defining the 4 elements in terms of strength and weaknesses and also sorting the types of spells by those strengths and weakness.
The game has 4 elements of magic: fire, air, water and earth. Each should have their strengths and weaknesses and make selection of the various spell books a bigger deal than it currently is. No Sovereign is going to blink at spending 3 points to get each realm and 5 for enchantments. That needs to change as well, but that is another subject.
To make things even more interesting, each element should have another element in opposition. In my thinking, air and earth are one set with fire and water being the other. Each domain should have strengths that they do well and things they don't do period. The opposite element should be somewhat of a "bane" to the other. (IE, water spells are more effective against fire spells and vice versa).
In addition, the mixing of elements might be able to produce a stronger than normal result, but the requirement is having two separate elements required to do the spell. Enchantment can continue to be a standalone category and have some spells available, but if you include the requirement of both enchantment and another element, you can get stronger enchantments based on what the element brings to the table (see below).
Here are my ideas on what each of the elements represents and areas of the game where they would have an influence on.
Earth: The weakest of the direct damage elements, earth makes up for it by being able to transform the battle field in order to hinder enemy movement and also having strong enchantments available that toughen up its troops to enemy melee attack. Earth is also capable of breaching enemy fortifications by shaking the very foundation. Summoned Earth creatures are not known for their battlefield mobility or fancy offensive firepower, but rather have a tendency to outlast opponents through good AC and hp totals while having good attacks. (Basically I see earth's area to shine with buffs on friendly troops to toughen them up with hps and AC, slow enemy movement, and also having a good selection of enchantments in the strategic sense enhancing materials and mining).Earth would not have much in the way of counter or dispel ability except maybe against air, although air would not have much in terms of enchantments.
Air: Swift with the flow of the wind, air has good damage dealers (lighting) and also makes things go faster (haste for movement and combat). Air is also capable of interfering with range combat with air shields as well (bonus for defenders against enemy ranged weapons). Summoned air creatures specialize in good combat qualities and being very mobile on the battle field. Air also has the ability to stun opponents, robbing them of action points. Air would also probably feature some of the better dispels and counter magic available.
Fire: Burning with offense, fire has the best damage dealing abilities and also the widest selections. Summoned fire creatures have a tendency to be ok in the mobility department and pack a offensive punch. They are not very defensive oriented or sturdy hp wise. Fire shields extract a price from the attacker (attacker takes some damage for attacking a defender with a fire shield).Fire would have little or no counter or dispel ability, except perhaps against water.
Water: Giver of life, water is a weaker than fire and air in the offensive spell department (ice based attacks) and not as good as earth at hindering opponents movement (ice again), but water can help heal friendly units with either heal spells or regeneration spells. Water is also capable of increasing food production. Water also brings with it the ability to affect mana and essence. (Buffs for mana regen, essence bump). Summoned water creatures are a bit slower than normal in most cases, but have good balance overall in terms of offensive and defensive qualities. Water would also be home of good dispels, but not counter magic.
I think it would be easier with this type of concept in place to design spells to fit the "character" of each element better and also force the player to make hard decisions on which areas of magic to specialize in.