I have classified FE 0.86 spells into MOM cataegories of spells (refer to manual pg 39)
Do note that its rough, you can quibble etc, some of the tactical creature enchantments that affect a lot of units negatively like horrific wail can be combat spells?
I followed MOM examples where combat spells = damage spells, healing dispel magic etc.. but doesn't seem consistent.
Under MOM convention, "Special" include spells that teleport (in MOM there was plane shift, word of recall), "overland" damaging spells (in MOM there was ice storm, firestorm) , terrtain affecting spells (in MOM there was change terrain)
The point isn't to debate which particular spell should be where but hopefully this is more to aid analysis to see what is lacking. Someone else can do an analysis by "paths"maybe.
Creature Summoning
Nature's call (Tactical/ Earth and Life disciple)
Pariden's Return (Tactical/ None)
Summon Earth elemental (Strategic/ Earth Master)
Summon Fire elemental (Strategic/ Fire Master)
Summon Ice elemental (Strategic/ Water Mage)
Summon Shadow Warg (Strategic/ Summoner path)
City Enchantments
Antipathy (Strategic/ Death Mage)
Aura of Commerce (Strategic/ None)
Aura of Grace (Strategic/ Air Disciple)
Aura of Might (Strategic/ None)
Aura of Vitality (Strategic/ Life Disciple)
Bless City (Strategic/None)
Blessing of Restoration (Strategic/ None)
Blight (Strategic / None)
Call to Arms (Strategic/ Life master)
Calm (Strategic/ Life & Water Disciple)
Curse City (Strategic/ None)
Earthquake (Strategic/ Earth Archmage)
Gentle Rain (Strategic/ Air and Water Disciple)
Inspiration (Strategic/ None)
Meditation (Strategic/ Water Apprentice)
Sacrifice (Strategic / Death Archmage)
Wall of Fire (Strategic/ Fire Archmage)
Creature Enchantments
Annointed by Fire (Strategic/None)
Battle Cry (Tactical/ Air disciple)
Berserk (Tactical/ Death Apprentice)
Blindess (Tactical/ Death Disciple)
Blood curse (Strategic / None)
Blood rage (Strategic / Death archmage)
Burning Blade (Strategic / Fire Disciple)
Celerity (Strategic / Air Archmage)
Chaos (Tactical/ Water Disciple)
Cloak of fear (Strategic/ None)
Confusion (Tactical/ None)
Courage (Strategic/ Life apprentice)
Curse (Tactical/ Death Disciple)
Death Ward (Strategic / Life Archmage)
Defiled Benediction (Strategic / None)
Destiny's Gift (Strategic/ None)
Destiny's Gift (Strategic/ None)
Domination (Tactical/ None)
Escape (Tactical/ None)
Evade (Strategic/ Air apprentice)
Focus (Tactical/ Fire Mage)
Freeze (Strategic/ Water Disciple)
Giant Form (Tactical/ Earth Archmage)
Glyph of Life (Strategic/ Life Apprentice)
Graveseal (tactical/ Death mage)
Growth (Tactical/ Life mage)
Guardian Wind (Tactical/ Air Disciple)
Haste (Tactical/ Air Disciple)
Horrific Wail (Tactical/ Death and Water Disciple)
Hymn of Torax (Strategic/ None)
Infection (Tactical/ Death Apprentice)
Mana Shield (Strategic/ None)
Mantle of Fire (Strategic/ Fire Master)
Mantle of Ocean (Strategic/ Water Master)
Mass curse (Tactical/ Death Master)
Nature's Cloak (Strategic/ Earth Apprentice)
Obscuring Fog (Tactical/ None)
Pandemonium (Tactical/ Water Mage)
Paragon (Strateigc/ None)
Pull of Earth (Tactical/ None)
Regeneration (Strategic/ Life apprentice)
Reprisal (Tactical/ None)
Shrink (Tactical/ Life)
Slow (Tactical/ Water apprentice)
Steal Spirit (Strategic/ None)
Stoneskin (Strategic/ Earth Disciple)
Syphon Strength (Tactical/ Death and Earth Disciple)
Tireless March (Strategic/ Air and Fire Disciple)
Touch of Darkness (Strategic/ None)
Wither (Strategic/ Death Apprentice)
Global Enchantments
Crusade (Strategic/ Life Archmage)
Grip of Winter (Stategic/ Water Archmage)
Ineluctable Vision (Strategic/ None)
Morian's Chant (Strategic / None)
Sumoner's Boon (Strategic/ None)
Combat Spells
Barbs (Tactical/None)
Blizzard (Tactical/ Water Master)
Burning Hands (Tactical/ Fire Apprentice)
Contagion (Tactical/ Air and Death Disciple)
Counterspell (Tactical/ Path of the mage)
Dirge of Ceresa (Tactical/ Death/ Master)
Drain Life (Tactical/ Death Mage)
Feedback (Tactical/ Fire Mage)
Fireball (Tactical/ Fire Mage)
Flame Dart (Tactical/ Fire Disciple)
Fracture (Tactical/ Earth Master)
Heal (Tactical/ Life disciple)
Mana Blast (Tactical/ None)
Shockwave (Tactical/ Earth Mage)
Soulburning (Tactical/ Death and Fire disciple)
Spell Leach (Tactical/ Water Mage)
Stinking Mud (Tactical/ Earth and Water Disciple)
Storm (Tactical/ Air Mage)
Sunder (Tactical/ Earth and Fire Disciple)
Thunderstrike (Tactical/ Air Mage)
Touch of Entropy (Tactical/ Death Master)
Wellspring (Tactical/ Life Master)
Special Spells
Alchemy (Strategic/None)
Birth of Summer (Strategic/ Earth Archmage)
Bloom of Twilight (Strategic/ Earth Archmage)
Call of Titan (Strategic/ None)
Cloud Walk (Strategic/ Air Master)
Consume (Strategic/ None)
Corruption (Stratgic/Death Disciple)
Create Mountain (Strategic/ Earth Mage)
Curgen's Volcano (Strategic/None)
Destroy Land (Strategic/ Earth Master)
Eyes of Eagle (Strategic/ None)
Falling Star (Strategic/ None)
Firestorm (Strategic/ Fire Archmage)
Infernal Convenant (Tactical/ None)
Inferno (Strategic/ None)
Lower Land (Strategic/ Earth Apprentice)
Pillar of Fire (Strategic/ Fire apprentice)
Raise Land ( Strategic/ Earth apprentice)
Return (Strategic/ None)
Shadow World (Strategic/ None)
Spell of Making (Strategic/ None)
Titan's breath (Tactical/ Air Master)
Tornado (Strategic/ Tornado)
Tremor (Strategic/ Earth Disciple)
Vetrar's Howl (Strategic/ Water Archmage)