Some feedback that can be made without trying the spells:
Inferno is universal and the description says that it lasts for 30 turns. I guess this means 30 tactical turns, but how long does it last on the strategic map? 30 seasons feels quite a long time, especially if it has the same cost on both maps and no maintenance cost. I really feel these fire spells should be able to spread through a forest to make huge forest fires. That's what I call an interactive terrain.
Curgen's Volcano doesn't say anything about killing units. Will units be able to escape it? If not, is it an insta-kill for a sovereign?
Pull of the earth doesn't say if it's strategic or tactical, nor tells what its range is.
Is it harder to resist spells the more shards the caster has for the spell? Death magic seems weaker than life magic since death spells can be resisted.
Is growth really so much better than berserk to be a level 3 spell when berserk is level 1? Berserk can even be better on some occasions.
Does focus affect both casting and attacking? Is healing considered negative damaging, so does it heal twice as much as well? If you can guard to increase defense by not moving or attacking that turn, will it remove focus since it's an action?
Why does shockwave have a high mana cost? It seems to be much worse than other damaging spells. Is is just because it's an Earth spell so it's just a bad damaging spell for earth casters?
Description of Touch of Darkness is funny. Why does losing sanity mean losing constitution? Makes no sense to me.
Storm seems like a very poor spell for Level 4, being random for that little damage.
Steal spirit doesn't mention that the champion must be friendly.