good balance changes it seems, looking forward to try new patch
I think the following things will cause more balance problems:
The Arcane Veil spell is great, but it should be a TACTICAL spell as Diamondskin, because otherwise the player can create units that are immune to every magical effect before the combat started. That would reduce the usefulness of magic.
Diamondskin should have a casting time of 1 to give the player the chance to disrupt the spell.
The casting cost of the Kill spell should not be very high, but the spell should have a casting time of 2 to give the player enough time to disrupt the spell.
The Blizzard spell was already VERY powerful, because the damage was multiplied with the number of units. I would NOT change the damage of the spell.
I guess Flame Dart will inflict the same damage as Burning Hands, right?
The experience points to level up were very good and i would only reduce the path level requirement from 4 to 3.