100% of spells DO NOT cost essence. Things that are meant to be rare and powerful cost essence. Embuing Champions with essence so that they can cast spells .... thats so that THEY CAN CAST SPELLS!!! (its not raising a mountain for a *few* turns)
Reviving the Land to your element, costs essence. It keeps spreading for the entire game, eventually covering close to 75% of the map ... FROM a ONE TIME cost of 5 essence. (not raising a mountain for a *few* turns)
these are already decided on by the dev team.
Now, other things which *might* cost essence, are
-blue-prints for a powerful Magic Item
-blue-prints for some twisted Hybrid monster of your creation
-especially powerful spells that have a PERMANENT, UNCHANGEABLE gameplay effect. (like summoning a Bone Dragon)
now, its possible that the actual forging of magical items, and the actual creation of magical beasts, will cost essence (instead of just the blueprints/prototype), however, that is still something which gives a permanent item, or permanent unit.
Now, if you want to say that springing a Mountain Range in the middle of Boise Idaho should have a one time cost of 1 or 2 essence, (or heck, even 5 essence), then thats fine. I mean ... if someone wants to flatten your cozy little mountain range *THEY* would have to spend essence. But ... 1 essence per turn for *each* terraformation??? In a 300 turn game you might have 150 essence (or less). //I honestly have no idea// ... but you get more essence by leveling up, ect. If something drains you 1 essence per turn ... it needs to be nerfed to 1 essence per 10 turns, or 1 essence per 15 turns.
My initial proposal was that every Square of Terraformed land would cost 10 mana per turn in Upkeep. (Undead armies might work similarly, if more cheaply --like 1 mana per 100 skeletons, and 5 mana per Super Zombie Lord)
In this way, if someone wants to surround themselves in mountains, they might have to spend 50 mana per turn or so to keep it up. Lets say they have 100 mana, and it DOES in fact cost 50 mana for them (in this situation). Then, each turn they would have only 50 mana to use, vs other sovereigns that might have more. Don't like those numbers? they can always be changed. Maybe 3 mana per turn for minor changes(hill to mountain), 5 mana per turn for large changes (plains to Mountian), and 10 mana per turn for GIGANTIC changes (ocean to mountain).
I think there should be some general rule against "sinking" an enemy city into the Ocean, however. I mean ... that would just be lame. It should be more expensive to Directly damage your enemy via terraforming. Perhaps a straight-up essence cost, or perhaps a Mana cost so high that you need to control a lot of Shards.
Do Shards give you Essence as well? Or just mana? Im kind of lost on that, but I would assume just mana, as Essence is like .... mana X 100 in terms of usefulness and repeatability. But of course, at any one turn mana and essence probably have more of a 10 to 1 exchange rate in terms of utility. Only if you assume that its the very last turn of the game, however.