With the different mana categories the spells of the elements could look like that:
1ST-LEVEL EARTH SPELLS:
- Orb of Acid: Single target, (DEX*0.5) damage/turn for 5 turns, 2 earth mana
- Raise Land: Turns land into hill and hill into mountain, 10 earth mana
- Lower Land: Turns mountain into hill and hill into land, 10 earth mana
2ND-LEVEL EARTH SPELLS:
- Stoneskin: Single target gets +(CON) DEF, 1 earth mana/turn
- Nature's Bounty: Settlement gets +(INT*0.2) food, 1 earth mana/turn
- Invisible Workers: Settlement gets +(STR*0.2) materials, 1 earth mana/turn
3RD-LEVEL EARTH SPELLS:
- Stonefist: Single target is stunned for 1 turn, 4 earth mana
- Earth Ward: Single target, Spell Resistance +(INT) against earth spells, 2 earth mana/turn
- Acid Rain: AoE with 2 radius, (INT*0.5) damage/turn for 5 turns, 6 earth mana
4TH-LEVEL EARTH SPELLS:
- Summon Earth Elemental: Summons an earth elemental, 2 earth mana/turn
- Wall of Iron: Settlement gets +(CON) DEF, 2 earth mana/turn
- Slow: AoE with 2 radius, Combat Speed is halved for (STR*0.2) turns, 6 earth mana
5TH-LEVEL EARTH SPELLS:
- Flesh to Stone: Kills a single target, 10 earth mana
- Enchanted Hammers: Settlement gets (STR*2)% build time reduction, 3 earth mana/turn
- Earthquake: Destroys (STR*0.2) improvements in the settlement, 10 earth mana
1ST-LEVEL AIR SPELLS:
- Lightning Bolt: Single target, (DEX*1.5) damage, 2 air mana
- Blink: Teleports a single friendly unit to an empty tile in tactical combat, 2 air mana
- Eyes of the Eagle: AoE with (INT) radius, Fog of war is revealed, 10 air mana
2ND-LEVEL AIR SPELLS:
- Evasion: Single target gets +(INT) Dodge, 1 air mana/turn
- Return: Teleports the Sovereign to the capital city, 4 air mana
- Mobility: Single target gets +(DEX*0.2) Movement, 1 air mana/turn
3RD-LEVEL AIR SPELLS:
- Storm: AoE with 2 radius, (INT*1.5) damage, 6 air mana
- Air Ward: Single target, Spell Resistance +(INT) against air spells, 2 air mana/turn
- Haste: Single target gets +(DEX*0.2) Combat Speed, 2 air mana/turn
4TH-LEVEL AIR SPELLS:
- Summon Air Elemental: Summons an air elemental, 2 air mana/turn
- Wind Wall: Settlement gets +(STR) Dodge against ranged attacks, 2 air mana/turn
- Teleport: Teleports a single friendly unit to any friendly tile, 6 air mana
5TH-LEVEL AIR SPELLS:
- Hypnotic Pattern: Turns a single enemy unit into a friendly unit, 10 air mana
- Tornado: Settlement gets (STR*2)% build time increase, 3 air mana/turn
- Invisibility: Single target can not be detected until it attacks, 3 air mana/turn
1ST-LEVEL WATER SPELLS:
- Orb of Cold: Single target, (DEX) damage, Combat Speed is halved for 1 turn, 2 water mana
- Raise Water: Turns land into water, 10 water mana
- Lower Water: Turns water into land, 10 water mana
2ND-LEVEL WATER SPELLS:
- Alchemy: Settlement gets +(INT*0.2) gildar, 1 water mana/turn
- Inspiration: Settlement gets +(INT*0.2) tech, 1 water mana/turn
- Regeneration: Single target heals (CHA*0.5) hp/turn, 1 water mana/turn
3RD-LEVEL WATER SPELLS:
- Ice Storm: AoE with 2 radius, (INT) damage, Combat Speed is halved for 1 turn, 6 water mana
- Water Ward: Single target, Spell Resistance +(INT) against water spells, 2 water mana/turn
- Water Walk: Single target can move over water tiles, 2 water mana/turn
4TH-LEVEL WATER SPELLS:
- Summon Water Elemental: Summons a water elemental, 2 water mana/turn
- Freezing Fog: AoE with 2 radius, Accuracy is halved for (CON*0.2) turns, 6 water mana
- Healing Fountain: Every unit in the settlement heals (CHA*0.5) hp/turn, 2 water mana/turn
5TH-LEVEL WATER SPELLS:
- Grip of Winter: Settlement gets (CON*2)% training time increase, 3 water mana/turn
- Frost Weapon: Melee attack of the target stuns the enemy for 1 turn, 3 water mana/turn
- Blizzard: AoE with 2 radius, Targets are stunned for 1 turn, 10 water mana
1ST-LEVEL FIRE SPELLS:
- Flame Dart: Single target, (DEX*0.75) damage/turn for 3 turns, 2 fire mana
- Scorching Ray: (DEX) damage against every target in a line, 2 fire mana
- Fireburst: (INT) damage against every adjacent target, 2 fire mana
2ND-LEVEL FIRE SPELLS:
- Arcane Weapon: Single target gets +(CHA) ATK, 1 fire mana/turn
- Blood Rage: Single target heals (CON*0.5) hp with every melee attack, 1 fire mana/turn
- Berzerk: The target inflicts double damage and gets double damage, 1 fire mana/turn
3RD-LEVEL FIRE SPELLS:
- Fire Ward: Single target, Spell Resistance +(INT) against fire spells, 2 fire mana/turn
- Fireball: AoE with 2 radius, (INT*0.75) damage/turn for 3 turns, 6 fire mana
- Reciprocal Gyre: Single target gets (INT*1.5) damage/spell affecting it, 4 fire mana
4TH-LEVEL FIRE SPELLS:
- Summon Fire Elemental: Summons a fire elemental, 2 fire mana/turn
- Wall of Fire: Every unit that attacks the settlement takes (CHA) damage, 2 fire mana/turn
- Precision: Single target gets +(INT) Accuracy, 2 fire mana/turn
5TH-LEVEL FIRE SPELLS:
- Curgen's Inferno: Population of the settlement is halved, 10 fire mana
- Call to Arms: Settlement gets (CHA*2)% training time reduction, 3 fire mana/turn
- Flame Weapon: Melee attack inflicts (INT*0.75) damage/turn for 3 turns, 3 fire mana/turn
1ST-LEVEL LIFE SPELLS:
- Heal: Single target heals (CHA) hp, 2 life mana
- Revive Land: Tile becomes grassland, 10 life mana
- Awaken: Enables a friendly Champion to cast spells, 1 life mana/turn
2ND-LEVEL LIFE SPELLS:
- Fertility: Settlement gets +(CHA*0.2) prestige, 1 life mana/turn
- Consecrate: Life spells get (INT*2)% effect increase in that settlement, 1 life mana/turn
- Dispel Magic: Removes (INT*0.2) spells from an unit or a settlement, 4 life mana
3RD-LEVEL LIFE SPELLS:
- Mass Heal: AoE with 2 radius, Targets heal (CHA) hp, 6 life mana
- Death Ward: Single target will be saved if they fall in battle, 2 life mana/turn
- Holy Aura: Single target gets +(CHA) ATK + DEF against death factions, 2 life mana/turn
4TH-LEVEL LIFE SPELLS:
- City Guardian: Summons a powerful guard to protect the settlement, 2 life mana/turn
- Silence: Single target cant cast spells for (INT*0.2) turns, 6 life mana
- Dimensional Anchor: Settlement with (INT) radius, Enemies cant cast teleport, 2 life mana/turn
5TH-LEVEL LIFE SPELLS:
- Resurrection: Single dead target heals (CHA) hp, 10 life mana
- Antimagic Field: Settlement is immune against enemy spells, 3 life mana/turn
- Invisibility Purge: Settlement with (INT) radius, Enemies cant use invisibility, 3 life mana/turn
1ST-LEVEL DEATH SPELLS:
- Harm: Single target, (CHA) damage, 2 death mana
- Curse Land: Tile becomes forsaken, 10 death mana
- Empower: Enables a friendly Champion to cast spells, 1 death mana/turn
2ND-LEVEL DEATH SPELLS:
- Cause Fear: Single target is stunned for (CHA*0.2) turns if it takes no damage, 4 death mana
- Desecrate: Death spells get (INT*2)% effect increase in that settlement, 1 death mana/turn
- Death Knell: Single target heals (STR*0.5) hp everytime an enemy dies, 1 death mana/turn
3RD-LEVEL DEATH SPELLS:
- Inflict Wounds: AoE with 2 radius, (CHA) damage, 6 death mana
- Phylactery: Single target will be saved if they fall in battle, 2 death mana/turn
- Unholy Aura: Single target gets +(CHA) ATK + DEF against life factions, 2 death mana/turn
4TH-LEVEL DEATH SPELLS:
- Undead Guardian: Summons a powerful guard to protect the settlement, 2 death mana/turn
- Energy Drain: Single target, (INT*1.5) damage, Caster heals (damage) hp, 6 death mana
- Dimensional Lock: Settlement with (INT) radius, Enemies cant cast teleport, 2 death mana/turn
5TH-LEVEL DEATH SPELLS:
- Slay Living: Kills a single target, 10 death mana
- Repulsion: Settlement is immune against enemy spells, 3 death mana/turn
- Forbiddance: Settlement with (INT) radius, Enemies cant use invisibility, 3 death mana/turn