We got some fun spells to use to customize our champions/sovereigns, but they are hard to balance, and rather than see another Destiny's Gift 6x nerf (at least), maybe we should discuss how these should work to keep being fun and still be balanced.
Destiny's Gift nerf was warranted, but went too far. Especially since it's an early tier spell. So I would wish some tweaking at the mana cost at least, and maybe add some more stats into it, so it's harder to get tons of initiative/attack early on. (because that is where the overpoweredness was) As it is now it's almost useless for where you need it.
Paragon is probably up next for the nerfbat I guess. Paragon is cool, but I think it should have a CD besides the hp cost, maybe even higher mana. The main OP'ness comes from stacking with xp bonuses, so instead of 1 level each cast you can get 3, maybe tweak that too, and it will be fine. The hp cost is bugged, if it was meant to be balanced against the sovereigns health, it should stop being able to be used when the sovereign gets low on hp.
Celerity is another one hard to tweak. Initiative stacking is cool and awesome, but it seems a bit too expensive for an Air Master level spell. More initiative and a CD maybe? I know this is a hard one, since Initiative stacking gets OP quick.
Blood Rage is fine I think. Only 100 mana for 1 attack, so I don't think we need to tweak that one.
Destiny's Insight seems weak. I have no idea why it was nerfed last time, only 25 xp for tons of mana? Ehm no thanks. Situational at best even in the early game where 25 xp can be a level up.
Other than that I think we need some +accuracy spell. That could be very useful early and if you can make AI use it against dodge spam it would be good for the game too.
And yes I know I can tweak it in the corespells thingie, but I would like to have the main game somewhat related to my own game. If the AI and especially Ceresa starts using this better maybe she can hold her own in AI vs AI fights too. I like that you can pick a path where upgrading your champions/sovereign is the main focus instead of army. If Civilization got some defensive bonuses making your towns harder to capture, we would have 3 viable paths to pick early on. (mixing is needed later of course
) But that's outside of this discussion I think.