Destruction Circle

Destruction spell list. Running Destruction Mastery and Enchanter, so adjust those mana values up/down accordingly.

Strategic Spells:

T1: None.

T2:

Arson. D/Fire, 85 mana. Destroys a random building in target enemy city.

Black Ice. D/Death, 25 mana. Transforms target plains/swamp/forest tile into Tundra.

Cold Pulse. D/Water, 29 mana. Does 4d6 cold damage to each unit in target army.

T3: None.

T4:

Fire Storm. D/Fire, 59 mana. Does 8d6 units to each unit in target army.

Sabotage. D/Earth, 68 mana. Resets current production of target enemy city.

T5: None.

T6:

Savage Weather. D/Wind, 212 mana, 8 mana upkeep. Every
building in target enemy city has a 1% chance of being destroyed every
turn.

Warp Node. D/Death, 127 mana, 3 mana upkeep. Target node gives owner -5 power and is unaffected by any other modifiers.

T7:

Call the Void.  D/Death, 425 mana.  Target enemy city
loses 50% population, any units inside take 10d10 negative energy damage
 each.

Shackles of Ice. D/Water, 382 mana.  All units in target army cannot move until they pass a saving throw.

T8:

Earthquake. D/Earth, 595 mana. Every building in every
city on target plane has 1% chance of being destroyed.  Every unit
stationed in a city takes 12d10 bludgeoning damage.

Maelstrom. D/Water, 637 mana. Does 15d8 ice damage to every unit in every army in 3x3 square around target tile.

Meteor Storm. D/Fire, 850 mana, 10 mana upkeep. Every
building in every enemy city has 1% chance of being destroyed every
turn, any units (friendly or otherwise)  not in a city take 3d6 fire
damage every turn.

Shatter Enchantments. D/Life, 340 mana. Attempts to dispel all enchantments on target plane with x0.5 mana modifier.

Tornado. D/Wind, 340 mana. Summons a tornado that deals
 10d8 bludgeoning damage to all units in every army it hits. Moves
randomly about, 1-3 tiles a turn, lasts for six turns.

T9: None.

Acid Arrow. D/Earth, 6 mana. Does 4d4 acid damage every
 turn to target enemy unit for two turns. Cannot be recast on the same
unit until first one wears off.

Bloodletting. D/Death, 4 mana. Target enemy unit starts
 bleeding, losing 6 hp every turn for three turns. This spell can be a
little buggy.

Disrupt Undead. D/Life, 4 mana. Target enemy undead unit takes 6d8 positive energy damage.

Flame Arrow. D/Fire, 5 mana.  Does 8d4 fire damage to target enemy unit.

Ice Bolt. D/Water, 5 mana. Does 6d6 ice damage to target enemy unit.

Static Charge. D/Wind, 10 mana. All units in 3x3 square around target tile have hit chance reduced by -2.

T2:

Blistering Radiance. D/Life, 10 mana. Target enemy unit
 takes 4d6 arcane damage, has ranged attacks disabled and -4 penalty to
melee hit chance.

Disrupt Wall. D/Earth, 8 mana. Target wall section takes 6d6 blugeoning damage.

Lightning Strike. D/Wind, 8 mana. Target enemy unit takes 6d4 lightning damage and their reflex saving throws are reduced by -1.

T3:

Arctic Chill. D/Water, 12 mana. All units on
battlefield take 4d6 ice damage and have movement points reduced by x0.5
 for four turns. Cannot be recast until first one wears off.

Fireball. D/Fire, 21 mana. Does 6d6 fire damage to all units in 3x3 square around target tile.

Shooting Stars. D/Life, 8 mana. Does 6d10 arcane damage to target enemy unit.

Spit of Bile. D/Death,  8 mana. Does 8d8 negative energy damage to target enemy unit.

Thunderclap. D/Wind, 12 mana. All affected units in 3x3 square around target tile cannot move for two turns.

Tremors. D/Earth, 21 mana. All non-flying units on battlefield have hit chance, movement points and AC reduced by -1.

T4:

Dehydrate. D/Water, 17 mana. All units in 3x3 square
around target tile take 4d8 cold damage and have fortitude saving throws
 reduced by -2.

Exorcism. D/Life, 12 mana. Dispels an enchantment on target unit.

Vortex. D/Wind, 21 mana. Creates a vortex which moves
randomly through battlefield. Every unit it hits takes 12d6 bludgeoning
damage and is pushed back 1 tile. Lasts for 10 turns. May not actually
move, last I tried.

Wrack. D/Death, 29 mana. All living units who fail to
save take 2d4 negative energy damage at the start of every turn for the
rest of the battle.

T5:

Chain Lightning. D/Wind, 34 mana. Target enemy unit
takes 5d20 lightning damage, next closest unit takes 4d20 and so on.
Fails to jump if unit saves.

Cloud of Flies. D/Earth, 17 mana. Target enemy unit
takes 12d6 piercing damage every turn for three turns, and their hit
chance is reduced by -3.

Flame Strike. D/Fire, 12 mana. Does 10d10 fire damage to target enemy unit.

Flay. D/Death, 17 mana. Target enemy unit takes 12d6 slashing damage. If this kills them, they turn into a friendly skeleton.

Holy Smite.  D/Life, 21 mana. Affects a 5x5 square
around target tile. All undead units affected take 6d6 positive energy
damage, all other units affected are blinded - ranged attacks are
disabled and they have -4 melee hit chance. Lasts for three turns.

Lower Resistance. D/Water, 17 mana. Target enemy unit has spell resistance reduced by -5.

T6:

Doom Bolt. D/Fire, 29 mana. Does 60 arcane damage to target enemy unit. Cannot be saved against.

Ice Storm. D/Water, 29 mana. Creates ice storm in 5x5
square around target tile which lasts for two turns. All units in ice
storm take 4d6 cold damage per turn.

Shatter. D/Earth, 29 mana. Target enemy unit has damage and hit chance reduced by -7.

Sunburst. D/Life, 25 mana. Does 8d6 arcane damage to all units in 3x3 square around target tile.

T7:

Call Lightning. D/Wind, 34 mana. Every turn, a random unit on the battlefield takes 10d6 lightning damage.

Holy Word. D/Life, 42 mana. All summoned undead units on the battlefield take 8d10 positive energy damage.

Incinerating Cloud. D/Fire, 51 mana. Does 6d10 fire damage to all units in 5x5 square around target tile.

Sandstorm. D/Earth, 42 mana. All units on battlefield have hit chance reduced by -3 and their ranged attacks disabled.

T8:

Death Spell. D/Death, 51 mana. Any living units on battlefield who fail their save are instantly killed.

T9:

Conflagration of Doom. Pure Destruction, 68 mana. Does 4d6 fire damage
to all units in a 3x3 square around target tile. Adding additional spell
 die adds bonus 4d6 damage of every single damage type. Note that
boosting it even a single spell die boosts the casting cost to 108 mana.

source: https://pastebin.com/vres07en