This guide has been adapted from the original Steam Community post, with some edits for factual accuracy to Dominions 5, to make the hoverlinks work and for stylistic consistency.
Dominions is filled with many spells, most of which are - at best - extremely niche. Many are quickly obsoleted for all but the most recondite purposes, some just sort of suck even when you get access to them, or are useful in circumstances more easily solved with other spells… in the same path.
However which spells are useful and which aren't is not immediately obvious, especially in battles that are confusing swirls of units and glittery particle effects.
This guide is a list of spells that are, in general, pretty good. Spells you can cast and in most situations they'll help you out.
Higher research spells (level 7+) will often not be mentioned or be mentioned only in passing. Lategame dominions is its own thing, and this guide is aimed at newer players.
Terminology is used in this guide sometimes, translations of which can hopefully be found here. If you wish to look up the spells, Larz' Inspector allows you to do so via the 'spells' tab.
Earth has some of the strongest buffs in the game, in addition to a variety of useful spells. It is less good under certain circumstances vs specific kinds of targets but it has quite a variety of broadly applicable tactics.
Earth Meld
Marble Warriors
Summon Earth Elemental
Iron Warriors
Strength of Giants
Legions of Steel
Maws of the Earth
Earthquake
Weapons of Sharpness
Gifts from Heaven
Earth Blood Deep Well
Earth Boots
Fire is mostly good for some specific applications - research boosters, chaff/skeleton clearing, recondite applications of weaker versions of spells other paths do better etc. It does do several of these things without much muss or fuss though, meaning it is best used when deployed in its niche and not deployed without a plan or as a panacea.
Summon Fire Elemental
Incinerate
Bonds of Fire
Prison of Fire
Fire Storm
Phoenix Pyre
Bane Fire
Sulphur Haze
Flaming Arrows
Solar Eclipse
Eternal Pyre
Lightless Lanterns
Water is a weirdly weak-yet-strong path. A few things water can do are really, really strong (Wave Warriors + Mossbody, uw w eles, Freezing Mist, bottle assassins) but many more are situational or meh, with even Quickening coming way too late. It's kinda telling that most of what makes water an okay/good path are things I suspect are unintended interactions or bugs.
Summon Water Elemental/Ice Elemental
Grip of Winter
Living Water
Frozen Heart
Quickening
Quickness
Mossbody
Wave Warriors
Cleansing Water
Freezing Mist
Vengeful Water
Maelstrom
Bottle of Living Water
Manifest Vitriol
Air is a path with some surprisingly potent subtle stuff (Mist, Storm, Arrow Fend) combined with awkward-to-cast-but-powerful buffs (Fog Warriors, Mass Flight) and a gem-expensive but powerful option in Air Elementals. Air really wants you to be able to pick your fights to correctly use the tools it gives you - you do this by having other plans/options and using the air ones to support those options not as your sole thing, or by controlling the timing of battles in other ways (such as via raiding). Several air tactics get much stronger if you have only a single big air mage, or a huge amount of 2+.
Summon Air Elemental
Storm
Mist
Thunder Strike
Wind Guide
Lightning Bolt
Cloud Trapeze
Fog Warriors
Mass Flight
Phantasmal Army
Ghost Wolves
Phantasmal Warrior
False Fetters
Call of the Winds
Summon Great Eagles
Arrow Fend
Gale Gate
Dark Skies
Staff of Storms
Swarm - Only not bold because of how common PR is as a bless, these bugs tarpit and even kill things in enough numbers. They provide the common method for dryads to kill those they fail to seduce, and for any number of stealthy, cheap or fast n mages to raid weak PD by themselves.
Creeping Doom - A powerful tarpit maneuver, only wide aoe or trample removes these bugs in any kind of timely fashion
Wooden Warriors - Good due to being in alt with lots of other good stuff and being aoe 5, not great vs fire damage but a good pre-marble-warriors prot buff before that
Poison Cloud - A strong source of AN damage that wipes out anything that stands in it without PR for long. Can even kill PR 5 things with enough exposure, or PR 10 with extreme amounts. Doesn't stack with itself but stacks with sulphur haze/freezing mist.
Sleep Cloud - Puts units to sleep. Poison damage doesn't wake them up, other kinds do. Combine with poison for a deadly lullaby.
Foul Vapors - The infamous vapes. Kills pretty much anything without PR if given time. Sometimes that time is 'part of one round'. Hilariously easy to cast, hilariously effective. Defines the meta of the game.
Poison Ward/Serpent's Blessing - Strong largely due to vapes being strong, part of the mandatory vapes counters suite, also part of the buff sandwich
Mass Regeneration/Relief - Part of your healthy buff sandwich breakfast, although less important than some other parts
Growing Fury - An extremely important counter to Wailing Winds and other (rarer) morale attacks, can also be used for complicated things involving SCs, or to trigger berserk on units
Pack of Wolves - A fairly efficient way to turn gems into patrol or siege strength, the wolves are undisciplined but stealthy which can be nice for keeping them out of harm's way
Awaken Vine Ogres - In combination with an Ivy Crown, a relatively cost effective way to get high hp guys who are useful to attract enemy evocations and some targeted spells
Howl - Causes a small amount of wolves to appear at battlefield edges, which can distract enemy troops or mage targeting. Most effective over long battles, or under spells like Rigor Mortis which causes people to become increasingly unable to deal with small numbers of fresh wolves
Tangle Vines - A small aoe tiedown, not as good as other tiedown but sometimes you need tiedown to deal with high def sacreds
The Ravenous Swarm - Kills undead thugs pretty good, with fairly little fuss or muss, which is the main use for it
Mother Oak - Notable mainly for being much earlier than other globals, and fairly easy to cast. Worth casting but often contested.
Gift of Health - Often brought up for removing afflictions from undead, which is largely used for removing afflictions from Tartarians. However a stronger and much earlier use is increasing hp in dominion, which can in combination with various buffs make armies much tougher and inconvenient to remove, which is the use that leaves it plaintext rather than italic.
Gift of Nature's Bounty - An extremely powerful if lategame global that generally should result in a rush if used, as it quadruples your gold income (ish). This global can be a way for a smaller nation to remain competitive with larger ones in terms of income.
Vine Shield - A Vine Shield can make an okay thug into one that can fight almost any amount of crappy infantry. Although more experienced thuggers often use things like pike/burning pearl instead, the vine shield retains strong ease of use and has the interesting side benefit of trapping crappy attackers in squares surrounding the shield-wielding thug, meaning the thug suffers less attacks (and thus can be used for things like def-tanking W elementals)
Luck/Body Ethereal - Pretty strong early buffs, or buffs for elites (small aoe), can often do far more than you expect especially luck early on
Battle Fortune/Will of the Fates - Strong buffs, generally part of the buff sandwich
Antimagic - Only good vs certain stuff, but so cheap and easy to cast that you see it fairly ubiquitously just-in-case on any army worth a damn with S access and the research, can save your ass vs some things that terrify newer players (big mindblaster stacks, master enslave)
Mind Hunt - Good to wipe out lowish MR thugs, if you have pen items, and a mage you don't need to spend a fortune boosting up. Against armies it will generally hit some totally irrelevant commander at best, and even against thugs it will often bounce off or hit a scout or something instead. One of the only remote/ritual speed spells that hits a stealthy guy, and the only one really suitable for striking solo thugs. Don't use vs astral mages or stealthy astral mage nations.
Soul Slay/Enslave Mind - Good single target spells vs elites with not-huge MR, to kill single SCs without 25+ MR, or if you set up a communion to 'default' to these spells and have enough blockers. Using it vs armies with chaff and methods to do actual damage often will lead your casters shooting 3-4 enemies and then getting swarmed down.
Communion Master/Communion Slave - A big part of astral's strength, communions are very powerful if also quite finicky. If you want to not kill your slaves and cast a bunch of spells it can involve online calculations or math or whatnot. If you just want to boost up a guy to cast a few big buffs then give him a bow to fire or something, that's a lot easier. But either way it's still strong. Enabler spell that makes your plans stronger. Does not help you much if you don't have a plan.
Nether Darts - Strong and easy to use evocation, made more annoying by being a crosspath and also fairly high in a school people usually research fairly late compared to the other paths
Teleport - The other commonly used ritual movement spell, useful when you want to move fast or hit something before it moves at regular speed
Astral Shield - Surprisingly good personal buff, part of the typical 'communion slave wall' combo of personal buffs + blink to make tiny hard to kill guys you teleport around the field to blob enemies on them
Dispel - Dispel dispels global spells. This can be a major use for your pearls, as taking down globals - especially gemgen globals - can often be a major deciding factor in who wins the game.
Golem Construction - Golems are useful for a bunch of weird edge-case stuff due to being mindless commanders who you can gear into relevance or survival in melee. They notably don't run and will turn timer enemy armies if the army can't kill them, on top of being able to teleport onto those armies with a Starshine Skullcap (and gem burn them with a Crystal Coin as well). At the very least they can provide Mind Hunt protection or astral buffs on a non astral nation if you for some reason have a god with the right paths and enough gems to make them.
Revive King - Gives you a Mound King that leads undeads, if you don't have that natively, or don't want to spend a mage doing it. Notably can put anything he leads in line formation, due to having 80 undead leadership, even humans.
Horde of Skeletons/Raise Dead - Raise Dead is better but requires corpses, which Horde of Skeletons doesn't. A very overused tactic, but not weak despite that. The major weakness is that it requires many mages, meaning if it goes wrong it can lead to catastrophic losses. If you have these researched, mages will 'default' to them generally, which is the basis of 'skelespam' aka making so many skeletons your enemy can't reach your mages and eventually drowns in the Bone Tide.
Rigor Mortis - Often combined with skelespam (but works better with pre-existing skeletons) this spell fatigues out living people a bunch and makes them more vulnerable to skeleton attacks. Works on your own army, but nothing much resists it (even relief still leaves a lot of enemies with a bunch of fatigue).
Shadow Blast - Very solid evocation, but needs a gem.
Dust to Dust/Wither Bones - Can be very effective to wipe out enemy undead (especially elite undead) but suffers from range issues and mages defaulting to skelespam after script
Soul Vortex - Useful spell for SCs (if it doesn't add too much fatigue) and they are fighting living things, also useful for mages/communion slaves, to regenerate fatigue by eating the life force of their bodyguards (works best on regenerating guys like trolls, but also works on regular guys until they die)
Invulnerability - Ironskin-alike spell, doesn't work on magic weapons but can be okay outside of that circumstance if you need arrow immunity or w/e
Reanimation/Pale Riders/Carrion Reanimation - Sometimes you have piles of death gems and need some cheap chaff/fast horse chaff and you use these spells, it's not pretty, it's arguably quite inefficient, but it is a thing you do
Bane Fire - A very strong spell that basically says 'no, u' to quite a lot of things. Annoying to cast and in practice restricted to a short list of specific nations.
Twiceborn - A spell that allows you to risk rare randoms or cap only guys casting spells on the field with the knowledge that if they die they'll come back. Not foolproof, and not perfect. People advocate this as a way to remove upkeep from mages which is frankly an immense waste of death gems but if someone's sitting at 788 upkeep from 800 income in their 6 province empire on turn 48 they do all kinds of crazy things I guess.
Darkness - Massive force multiplier for anything that sees in the dark, including skeletons and soulless.
Wailing Winds - Hugely powerful morale spell. Anything with morale will run away unless huge morale (18+) or berserked. Worth casting pretty much always if you can.
Wind of Death - Effectively a battlefield-wide save-or-die. Decay is brutal. Can be used on your own armies if you have higher MR than your enemy/are buffing antimagic and they aren't. Also can be used by a mage with a bit of chaff (the chaff dies) to whittle at the enemy while risking little of your own, with or without twiceborn/ring of returning etc.
Bone Grinding - Very strong but also very hard to cast, rarely able to cast outside pretender god or communion, but still worth doing sometimes.
Stygian Rains - If you have the paths and the research and magic weapons and your enemy doesn't, it's a good spell to cast. This is a rare set of things to have, but Atlantis has it quite a bit.
Life after Death - Late in the game and annoying to cast, worth putting up, sorta worth suiciding mages/priests in for various reasons although people often focus on this part too much or go up ench for that part alone
Various mage summoning spells (Lichcraft/Call Wraith Lord/Summon Mound Fiend/Create Revenant) - Worth if you need more D mages of that level of path, and the immortal guys are nice to empower in A for Wailing Winds/Wind of Death (safer than Ring of Returning) but people make way too many of these guys
Skull Staff - A cheap booster that enables quite a lot of shenanigans, the Skull Staff will see use with most death nations, being not quite as common a sight as your quintessential Erf Boots but still very common. Used to allow summoning of higher D mages, but also to cast wind of death/wailing winds/darkness, the ol' skull on a stick will be a useful tool in your arsenal pretty much always.
Leech - Kills the hell out of anything it's in range for and reinvigorates your mage, excellent artillery that will utterly blat thugs coming to disrupt your blood hunting
Life for a Life - Leech but no reinvigoration or AOE but also no range issues and hits super hard
Reinvigoration - Wipes the fatigue of your communion or sabbath, can knock out a mage with a big fatigue spell then spam reinvigorate, to make a guy past turn 5 be reinvigorating for longer lasting communions
Summon Imps - Surprisingly non-terrible, Imps are tiny slashers with wings who will do much better vs low prot targets than high prot ones.
Blood Rain - Lowers enemy morale, but weaker than Wailing Winds. Still worth casting in general but best used comboed with other fear tactics.
Rush of Strength - Battlefield-wide Strength of Giants. If you already have strength of giants this isn't exactly gamebreaking but it's still nice to have. Earlier version for demons only is Blood Lust.
Sabbath Master/Slave - Same deal as communions, but less good due to the fatigue the spells give to guys entering it and requiring a slave per cast
Bind Fiend - A bit annoying to mass, but Fiends of Darkness are extremely strong when point buffed, especially if you are able to cast Darkness. Italic because you need to be able to mass them, and to be able to buff them - once you can do both those things they are terrifying.
Bind Storm Demon - Just as annoying to mass, but perform better with few buffs than Fiends of Darkness, especially vs enemies that are not shock-resistant and have low move/clumped
Bind Devil - Just as annoying to mass, but perform better vs shock resistant foes, when you have few buffs, and the enemy is vulnerable to attack rear. Essentially Fiends (with buffs) > Storm Demons (without buffs + non shock resist)
Purify Blood - Basically Serpent's Blessing, so an anti-FV spell, but in blood? Good if you've only got low nature and the blood crosspath. Worth mentioning mostly cause FV exists, but at that stage it may be easier to toss flying blenders at the problem rather than buff up with anti poison.
Bloodletting - If spammed, some niche use in wiping out armies that don't buff MR
Send Lesser Horror - Can wipe out PD, meaning a scout moving in from an adjacent province takes the 0 PD province after the horror leaves, bit iffy sometimes though depending on pd levels
Infernal Disease - Powerful spell if enemy has mages that die to disease demons, remote assassination is pretty strong and it costing slaves is a big plus. If the enemy has bodyguards on his mages the strength drops off a bit though. Biggest weakness is needing usually 2-3 boosters to make a mage that can cast it. The 5-slave cost seems small but can start to eat into your blood income, if it's taking 3-4 casts to kill bodyguarded/gemmed/summoning enemy mages.
All blood globals are sometimes worth casting with a big overcast, as your (relatively) cheap slaves can dispel another global in a full global list, or deny a slot. Slaves only count as half a gem for overcasting, but you can have so many that it doesn't matter that much. Note the sometimes. Don't spend hundreds (or thousands) of slaves on a global 'just cause' - that's hundreds of Fiends of Darkness. But it is, sometimes, a good idea.
Blood Vortex - Cast on your cap/another cap, the highest pop province you can find. Doesn't eat pop from that province - draws it from far away via events. Gives slaves based on the pop of the province you cast it in though, so like 50/turn or something which often pays itself back quite fast.
Astral Corruption - Basically declares war on the world, but can put a crimp in nations doing a lot of forging or (somehow) summoning. Doesn't really stop people as usually the big thing is casting buff spells in combat rather than summoning or forging but it can be a nice ♥♥♥♥-you to some nations (like agartha) that actually have good summons to use.
The Black Heart - Turns a stealthy guy into an assassin. This is about as broken as it sounds, yes.
Curse of Blood - Makes a 33 flying stealthy mage for 77. Very good for blood spells, or for stuff like casting Darkness. People fixate on the immortality and try to use them as skelespammers or raiders, or to blood hunt when they don't have native blood, which largely misses the point of their mobility and high paths. Alone they are easy to get soul slayed or just be irrelevant - casting big buffs or SC removal spells, they are far more relevant and worth their cost/the research to get to that level of blood. 15 Vampire Lords casting Horde of Skeletons or 2 Vampire Lords casting Darkness and Blood Rain/Rush of Strength + 200 Fiend of Darkness ripping and tearing, one of those two things is much stronger and scarier.
Father Illearth - Makes Pedoseion - Father Illearth, a very tough SC chassis who also casts pretty much any earth stuff you want casted. Worth buying in general if you have the paths and reasons to go that high in blood. Can be worthwhile going to that level of blood for if you have a requirement for a tough SC chassis and don't have one otherwise. One of very few guys in the game who can shrug off meteors or piles of damage that would kill lesser SCs, making countergearing enemy armies significantly easier.
I have not listed every gemgen global, booster item, rp booster, or summonable mage in the game. Because when it comes down to it, they are all good situationally. If you have the gems and the research, there is little reason not to buy them when you need them or can afford them.
Notice a running theme here? The biggest problem with these items isn't that they aren't good, but that people empty their bank to do them, then run out of gems, then get in a war in which they cannot afford to field the number of armies they need to with the buffs those armies need, due to lack of gems. Or they don't declare war - to save up gems - when they absolutely need to fight someone to get enough land to remain in the game vs people who are gaining more land than them.
There's another problem with people who never spend any of their gems (hoarders?) and die with like 2000 unspent gems in treasury, but I'm going to assume that people reading this guide are actively going to attempt to spend their gems in useful ways.
There's a bit of a secondary concern - Winged Helmets are more efficient than Bag of Winds, Skullface is hilariously expensive if you can get by with a Skull Staff and a communion master Crystal Matrix, Owl Quills and Skull Mentors are much less efficient than Lightless Lanterns, so there's all that guff but I'm hoping it's all fairly apparent when you look at the things and see what they do and for how much so I'm going to leave all that as read and simply say -
If you can afford to create this stuff without emptying your war-treasury, then doing so is often a good idea. Which things, and how much of a good idea, really depends on your situation quite a bit so you will have to decide, for yourself.