OK guys here's the summary of air magic:
Air tier 1:
Evade - 10 mana unit enchantment - target gains +15 dodge (+2 per air shard)
Haste - 5 mana tactical spell - target gains +4 initiative (+2 per air shard)
Air tier 2:
Aura of grace - 40 mana city enchantment - trained units gain +2 initiative per essence
Guardian wind - 9 mana tactical spell - all friendly units gain +15 dodge (+5 per air shard) against ranged attacks
Tutelage - 15 mana unit enchantmentment - unit gains +25% experience earned
Air tier 3:
Storm - 18 mana tactical spell (1 turn casting time) - random enemy hit by bolt and takes 20 damage (+10 per air shard) - can be resisted, which halves damage
Thunderstrike - 28 mana tactical spell - teleports caster and does some damage to surrounding enemies (5 damage +2 per air shard)
Air tier 4:
Cloud walk - 80 mana strategic - teleports caster plus army to a tile in home territory
Titan's breath - 25 mana (1 turn casting time) - all enemies pushed away one tile and must make a resistance check or be knocked prone
Air tier 5:
Celerity - 250 mana strategic - target champ gains +1 initiative permanently
Tornado - 45 mana strategic - scatters units on tile and immobilises them for a turn. They also take some damage (3 damage per air shard)
Combo spells:
Battlecry - 72 mana tactical (1 turn casting time) (Life2Air2) - all friendly units get to move immediately
Contagion - 18 mana tactical (1 turn casting time) (Death2Air2) - all enemies take 3(+1 per death shard) damage and must make a resistance check or are poisoned, taking the same damage for 10 turns
Gentle rain - 25 mana city enchantment (Water2Air2) - cities gain +25% food per essence
Sunder - 15 mana tactical spell (Fire2Air2) - target elemental takes 5 damage per level of the caster
If I've got any details wrong let me know and I'll edit this post.
So how do we feel about air magic?