Life Magic Spellbook:
-Courage: A decent boost for early game, almost meaningless in mid/end game.
-Regeneration: This one's pretty good. Nothing more annoying than waiting around for regenerating sovs/champs.
-Aura of Vitality: Same as courage. Decent early on, not much impact mid/late.
-Sovereign's Call: Compared to Pit of Madness? Not even remotely close. Growth is almost never an issue in this game.
-Battle Cry: This can be very good, especially if going with more focus on army versus sov/champ.
-Heal: This is pretty weak. I think the game balanced spells based on way more shards than are usually available, because this does not scale well.
-Nature's Call: Only useful in the very earliest of game.
-Growth: Pretty nice. Not even close to as useful as Giant Form, but does stack with Giant Form for even more power.
-Shrink: Also nice, especially for mage versus physical.
-Call to arms: By the time I have this spell available, I've found that gildar are NOT scarce, but rather, metal and crystal are. This is cool in theory but I've never really derived benefit from the instant units.
-Wellspring: Just like Heal. Too weak, doesn't scale. Should get this earlier in the life tree too.
-Crusade: For as much mana as this takes, it is a fairly weak spell. I suppose you could have such a huge army that all those free levels would be worth 300 mana.
-Death Ward: Immensely good. Probably the best spell in the life tree.
-Glory: By the time you get this, it simply doesn't matter.
Death Magic Spellbook:
-Wither: Decent early game, very much does NOT scale. Needs help.
-Blind: Always useful. You get it right away. Awesome.
-Oppression: Pretty decent for early and mid game towns if you need extra squashing of dissent.
-Contagion: A miniature Dirge of Ceresa? That stacks with Dirge of Ceresa? Sure, I'll take it.
-Curse: Highly situational, but still useful.
-Shadowbolt: Shadowbolt is a bread-and-butter skill. Can't live without it. Can't kill Orphidans and Obsidian Golems as a magician without it.
-Horrific Wail: This spell is EPIC. I cannot stress enough how powerful this is. Mass-killing that does actually scale, quite a bit.
-Pit of Madness: Awesome city enchantment. Huge research boost, and you get it early.
-Soulburning: This spell scales really really well. Decent.
-Blood Sigil: Very nice defensive city enchant.
-Siphon Strength: Stacks with Giant form, much more effective at reducing enemy attack than Wither.
-Antipathy: Meh, not that useful.
-Drain Life: Stacks very well, a very elegant way of healing, much more effective than "heal."
-Mass Curse: Same as curse, just applied to all.
-Touch of Entropy: Stacks very very well. Pretty good.
-Blood Rage: Broken. Why use this when you can use destiny's gift for much, much cheaper?
-Sacrifice: Eat your own people for mana. AWESOME. This is one of the best spells in the game, bar-none.
-Kill: Well, it does what it says. Mix this with the +spell mastery per level bonus and you've got a guaranteed dragon slayer.
Basically what I'm getting at is that Death is much, much, much, much better than Life. Especially considering there is no way to stack Life shards (other than using a kingdom custom sovereign, giving them death worship, popping an outpost on a shard, changing the shards to death shards, and destroying the outpost, which turns it into a life shard) Any plans on addressing this?