nice initiative DGB
It would help if you put in numbers on the spells though, to help balance and people with less knowledge of each single detail give a proper judgement, or just ask for numbers or something.
Courage - 8 mana unit enchantment - grants extra hps
Paragon - 90 mana strategic & sov loses hps - target champ gains a level
Regeneration - 15 mana unit enchantment - heals life each turn
Aura of vitality - 40 mana city enchantment - extra hps for trained units
Heal - 12 mana tactical - gain life in combat
Growth - 5 mana tactical - unit gets +50% attack but -20 dodge
Shrink - 15 mana tactical - unit gains +50% dodge but halves attack (resistable)
Steal soul - 30 mana strategic + kill a champ - gain a spell level from killed champ
Call to arms - 80 mana strategic - rush training of a unit
Courage: This also grants spell resistance, and is a nice little enchant, not too powerful though but really good to beef up trained units.
- 8 mana, +1 mana upkeep: Gives +3 (+1 per life shard) to hp and spell resistance, only castable as an enchantment in the strategic map.
Probably could give +4 with no problem, or +5 before shards.
Paragon: I think its a shame this spell is life only, it is really powerful when used correctly or lategame.
Regeneration: I think this should be moved to life 2, or even life 3, due to this spell almost completely removing downtime from questing, and this is a pretty powerful ability worth both manacost and 2 picks in sovereign creation.
- 15 mana, +1 mana upkeep: Heals 1 (+1 per life shard) hp per turn in tactical combat, and each season to enchanted unit, only castable as an enchantment in the strategic map.
I think this spell relies a bit too much on lifeshards for effectiveness too, if you find a ton of lifeshards the enchanted hero will have a massive regeneration and beat a lot of monsters easily.
Aura of Vitality: My pet peeve with this enchant is the way it scales with essence, I don't like that. (And it needs to be available to empire, or they should have a similar choice in death magic, IMO).
Heal: This could easily be put into Life: 1, with slightly increased manacost, but only if you removed regeneration from life1 which I think should be done.
- 12 mana: Heals 8 (+4 per lifeshard) hitpoints to target unit, only castable in tactical combat.
Growth, Shrink: I really like the flavour of these, but I don't like the details used.
I think growth is fine, but shrink should always give +20% dodge (instead of relying on the target to actually HAVE dodge).
Steal Soul: This could go into Death magic as an "opposite" of the Paragon spell, while paragon is way better at least it would be something
I think I am not the only one having trouble seeing this as a "Life" spell.
Call to Arms: this is a really powerful spell, I think it would benefit the balance if it had a 1 turn cast time, or higher manacost.