Alter Terrain. Earth/Biomancy. 60 mana. Lowers or raises terrain. Casting on plains tile turns it into hills. Casting on mountain turns it into hills. Casting on hills gives you a choice to turn it into mountain or plains.
Exhaust. Fire/Biomancy, 150 mana, 2 mana upkeep, disables a single resource on one tile.
Mother's Resolve. Life/Biomancy. 150 mana, 4 mana upkeep. Target friendly city receives +100% population growth.
Planar Shift, Water/Biomancy. 100 mana. Transports target army to other plane. *I don't think this spell works.
Great Harvest. Earth/Biomancy, 700 mana, 8 mana upkeep. All friendly cities gain +50% food income.
Domain of Storms. Air/Biomancy, 600 mana, 10 mana upkeep. 6d6 electric damage to 1d3 enemy units on target plane each turn. Reflex saving throw DC 17 for half damage. Flying units on target plane receive -2 movement. Non-flying units on target plane receive -1 movement.
Righteous Might. Life/Biomancy, 200 mana, 6 mana upkeep. Target friendly unit gets +5 to hit, +5 to saving throws and damage multiplier x1.5.
Majestic Uplift. Earth/Biomancy, 300 mana. Transforms hills into mountains, plains into hills, shores/ocean/lava/quicksand into plains. Affects 3x3 area around target tile.
Chaos Mastery. Fire/Biomancy, 1100 mana, 18 mana upkeep. Casts Chaos Channel on all recruited units from that point on. Chaos Channel limitations apply.
Corrupt Atmosphere. Air/Biomancy, 900 mana, 12 mana upkeep. 6d8 electricity damage to each unit on target plane each turn. Fortitude saving throw DV 18 for half damage.
Black Magic. Death/Biomancy, 1100 mana, 18 mana upkeep. Corrupts 2d6 tiles on target plane each turn.
Charm of Life. Life/Biomancy, 1200 mana, 26 mana upkeep. Increase maximum health points of all friendly units by 25%.
Flood, Water/Biomancy. 800 mana. Sinks target tile, together with features and units. Can not target tile containing a city. Description states it allows Will saving throw at DC 19. I'm not sure this is correct.