I've been meaning to get the rest of these up, so without further ado, a summary of earth magic:
Earth tier 1:
Enchanted hammers - 20 mana city enchantment - +5 production per essence
Lower land/raise land - 50 mana - edit a land tile for free - although the blurb says you can't make mountains, in practice you can
Nature's cloak - 7 mana enchantment - unit gains 20% resistance to fire, cold, and lightning (+10% per earth shard)
Earth tier 2:
Stoneskin - 15 mana unit enchantment (tactical version too) - unit gains +6 defence vs cutting & piercing attacks (+3 per earth shard)
Tremor - 20 mana strategic - immobilizes unit for one turn and they lose all dodge for 2 turns - can only be used in owned territory
Earth tier 3:
Set in stone - city enchantment (no cost) - doubles city production but halts city research
Shockwave - 60 mana tactical - all enemies next to caster take 18 blunt damage (+4 per earth shard)
Earth tier 4:
Fracture - 30 mana tactical (1 turn casting time) - target enemy makes a resistance check or loses 25%hp and defence)
Summon earth elemental - 30 mana summon (tactical version too) - creates a level 5 earth elemental (+1 level per earth shard)
Destroy land - 30 mana strategic - destroy a 3x3 square of tiles (become sea tiles) - spell appears to be disabled
Earth tier 5:
Birth of summer/bloom of twilight - 300 mana strategic - revive a 3x3 square of land so that it can be settled (EDIT - looks like these are disabled too)
Earthquake - 100 mana strategic - target city loses half population, it's build queue is reset and some random buildings are destroyed
Giant form - 15 mana tactical - double attack of target unit
Diamondskin - 90 mana tactical - target becomes immune to physical damage for 5 turns
Combo spells:
Syphon strength - 18 mana tactical (1 turn casting time) (Death2Earth2) - target enemy makes resistance check or loses 25% attack and caster gains that attack strength
Cloak of thorns - 35 mana unit enchantment (Fire2Earth2) - 25% damage to target is reflected to the caster
Stinking mud - 8 mana tactical (Water2Earth2) - 5 tile diameter area turned into a muddly obstacle and units can only move 1 through it
Nature's call - 30 mana tactical (Life2Earth2) - summons a random creature for the battle (pack of wolves/naja/bear)
So guys what do we think about these spells?