The jump from 1.0 to 1.1 is planned to contain all the fine tuning and balancing of all spells in the game that hasn't been done yet.
The following spells are considered to need further changes :
Move Fortress - This has no business being in Nature and should be Arcane, if at all present in the game.
Awareness - An uninteresting spell that completely eliminates the need of scouting and preventing enemy scouts from finding cities. Also redundant if you have Nature Awareness already. This can be removed to free up a global enchantment slot, and a slot in Arcane magic, the latter can be used by Move Fortress.
Psionic Spark - Not very interesting, and would be better to use this slot for something else, but I don't have any good ideas.
Vertigo - The spell itself is good the way it is, but would be more suitable to be a common, in place of Psionic Spark.
Haste - Far too overpowered effect, doubling the damage output of the target with no drawbacks whatsoever, including counterattack damage. No idea what to do with it, though.
Wall of Darkness - Effect feels more Sorcery than Death, but Sorcery has no need for another anti-ranged spell to go along with Guardian Wind and Mass Invisibility. Moving it to Sorcery would open up a slot in Death for a new spell, though.
That's pretty much all that's left, as you can see there is a chance to add a completely new Nature, Sorcery or Death global enchantment (and at least one Nature or Sorcery spell of any type, if it's not the enchantment), but I don't have any good ideas right now.
Additionally, spell changes I already did and plan to have in 1.1 are :
Any new spell ideas for a Nature rare and Sorcery common or uncommon slot are welcome, and death is also an option, but then it would need to lose Wall of Shadows which I'm not so sure about. As much as I think that is a blue spell (it's illusion), it would be useless in blue.
The following spells are considered to need further changes :
Move Fortress - This has no business being in Nature and should be Arcane, if at all present in the game.
Awareness - An uninteresting spell that completely eliminates the need of scouting and preventing enemy scouts from finding cities. Also redundant if you have Nature Awareness already. This can be removed to free up a global enchantment slot, and a slot in Arcane magic, the latter can be used by Move Fortress.
Psionic Spark - Not very interesting, and would be better to use this slot for something else, but I don't have any good ideas.
Vertigo - The spell itself is good the way it is, but would be more suitable to be a common, in place of Psionic Spark.
Haste - Far too overpowered effect, doubling the damage output of the target with no drawbacks whatsoever, including counterattack damage. No idea what to do with it, though.
Wall of Darkness - Effect feels more Sorcery than Death, but Sorcery has no need for another anti-ranged spell to go along with Guardian Wind and Mass Invisibility. Moving it to Sorcery would open up a slot in Death for a new spell, though.
That's pretty much all that's left, as you can see there is a chance to add a completely new Nature, Sorcery or Death global enchantment (and at least one Nature or Sorcery spell of any type, if it's not the enchantment), but I don't have any good ideas right now.
Additionally, spell changes I already did and plan to have in 1.1 are :
Any new spell ideas for a Nature rare and Sorcery common or uncommon slot are welcome, and death is also an option, but then it would need to lose Wall of Shadows which I'm not so sure about. As much as I think that is a blue spell (it's illusion), it would be useless in blue.