There are so many gameplay mechanics in Elemental, there should be spells influencing each of them. For diplomacy, there could be charm and enrage spells. Fertility and love spells for dynasties. For adventuring, various discovery spells, or charm wilderness creature X, or spells that increase luck when it comes to drops. There can be divination spells that apply to research. Spells that boost economy and production. Spells that buff and nerf each aspect of combat. Any mechanic in this game is a potential spell waiting to happen. This only makes sense for a game named "war of magic." Well okay that's a mouthful but there needs to be more than teleport, direct damage, and summoning giants.
But also, I think it takes away from the game for players to have easy access to whatever spell they feel like. I think there should be two limiting factors: (1) crystals that power the different schools of magic, AND (2) spell knowledge, both of which you need to cast the spell. To cast infernal you need both a fire crystal, and to have acquired infernal spell knowledge through adventuring, diplomacy, trade, or reasearch. If you want to focus on the magic research tree then that could enhance your choices and diminish the randomness of it all.
With a broad range of spell powers, but only a narrow slice of them available per game, that makes each game a unique experience in terms of magic and strategically benefits players with a broad knowledge of the game.