Thinking about buff costs a bit more in depth. I think in general, rares should be equally cost effective as others - normally I'd say they should be better, but they provide higher benefits and buffs often have increasing returns - paying 100 for 4 armor is a better deal if 50 grants 2.
Commons
These generally provide a +3 stat increase in one category, or something equivalent to that. As a common summoned creature costs roughly the same and usually has stats in the 3-4 range, the buffs and the creatures are about equally strong and have the same cost, so this category is good.
Uncommons
Lank Link - cost and effect similar to a common, with slightly better effect/cost ratio.
True Sight - Counters a few specific types of effects (illusion, invisibility). 75 is fair and matches Wraith Form (which provides less useful immunities but additional movement type)
Flight - Similar to True Sight but counters something much more frequent - walking melee units. It also improves movement both in combat and overland. 125 is fair. It would be interesting at 100, as that would allow Magicians to cast it, but not sure if that's a good idea.
Spell Lock - Prevent losing hunderds of mana crystals by protecting the unit or its buffs. Worth the price. (falls into the same group as true sight - situational protection. Cost is similar too.)
Chaos Channels - costs and effect as a common buff, except for flight. 1/3 chance to get something that's worth more than the cost makes it worth the uncommon slot.
Immolation - Free "Fireball" every time the unit fights in melee. Worth 60.
Planar Travel - cheap, no problem
Blood Lust - cost 50, cheap enough. Real "cost" is the unit turning undead. A bit on the overpwered side as is, but that's intended, as it counters normal units specifically.
Rares
Elemental Armor - Like true sight, 75 is fair for near immunity against one type of attack.
Iron Skin - 2.5 times as powerful as Holy Armor, but costs 4 times as much. Overpriced? Considering 120 (still more than 2.5* Holy Armor) to simulate the huge "increasing benefits" effect on armor.
Invisibility - Like Flight and True Sight, this provides protection for the unit. Effective against ranged attacks (all of them), but also reduces melee damage and makes the unit harder to target and find on the overland map. I'd say benefits exceed even "Flight", making this spell worth ~150, so the current cost (175) is not very far off.
Wind Walking - A unique spell. It pretty much does the same as "Flight" or "Wraith Form" on a ship, except this can be used on any unit. That makes it look overpriced, but considering that "any unit" can potentially have several times the movement speed of a ship, I think it's not that far off - maybe 200 would be better?
Magic Immunity - Similar to invisibility, this is still a situational protection that works against a lot of things - in particular all magic ranged attacks (this is weaker than invisibility!) and all combat spells (this is stronger) and gaze/touch attacks (also weaker than Invisibility). Overall it's about as powerful as Invisibility, but costs significantly more. Overpriced? Considering "magic" in general is the theme of the game and immunity to it is a big deal, 25 more than Invisibility is suggested even though the benefit is roughly equal - so a cost of 175.
Invulnerability - Effect is worth roughly as much as 6 armor, but is slightly better (added weapon immunity and not reduced by pierce/illusion), so based on Iron Skin, 150 sounds fair.
Lionheart - Benefits roughly equal to Heroism (on a level 0 unit), but 2.66 times the price. It does have the advantage of being cumulative with unit levels instead of replacing that feature, and it is also better for single figure units (due to the health bonus). Still, seems far overpriced. Problem here is the combat price, which should remain at 40 (as it heals 8 instantly), but the overland price doesn't feel right, especially if it exceeds 150. Even that might be a bit too high.
Very Rares
Regeneration - health/turn is worth as much as a cheaper common buff (is granted by a global, like holy weapon or chaos channels). Reviving the unit is worth the unit's cost times the number it revives. This is hard to even guess but as the most expensive units had their cost cut in half, it would make sense to make this cheaper. Considering 180.
Commons
These generally provide a +3 stat increase in one category, or something equivalent to that. As a common summoned creature costs roughly the same and usually has stats in the 3-4 range, the buffs and the creatures are about equally strong and have the same cost, so this category is good.
Uncommons
Lank Link - cost and effect similar to a common, with slightly better effect/cost ratio.
True Sight - Counters a few specific types of effects (illusion, invisibility). 75 is fair and matches Wraith Form (which provides less useful immunities but additional movement type)
Flight - Similar to True Sight but counters something much more frequent - walking melee units. It also improves movement both in combat and overland. 125 is fair. It would be interesting at 100, as that would allow Magicians to cast it, but not sure if that's a good idea.
Spell Lock - Prevent losing hunderds of mana crystals by protecting the unit or its buffs. Worth the price. (falls into the same group as true sight - situational protection. Cost is similar too.)
Chaos Channels - costs and effect as a common buff, except for flight. 1/3 chance to get something that's worth more than the cost makes it worth the uncommon slot.
Immolation - Free "Fireball" every time the unit fights in melee. Worth 60.
Planar Travel - cheap, no problem
Blood Lust - cost 50, cheap enough. Real "cost" is the unit turning undead. A bit on the overpwered side as is, but that's intended, as it counters normal units specifically.
Rares
Elemental Armor - Like true sight, 75 is fair for near immunity against one type of attack.
Iron Skin - 2.5 times as powerful as Holy Armor, but costs 4 times as much. Overpriced? Considering 120 (still more than 2.5* Holy Armor) to simulate the huge "increasing benefits" effect on armor.
Invisibility - Like Flight and True Sight, this provides protection for the unit. Effective against ranged attacks (all of them), but also reduces melee damage and makes the unit harder to target and find on the overland map. I'd say benefits exceed even "Flight", making this spell worth ~150, so the current cost (175) is not very far off.
Wind Walking - A unique spell. It pretty much does the same as "Flight" or "Wraith Form" on a ship, except this can be used on any unit. That makes it look overpriced, but considering that "any unit" can potentially have several times the movement speed of a ship, I think it's not that far off - maybe 200 would be better?
Magic Immunity - Similar to invisibility, this is still a situational protection that works against a lot of things - in particular all magic ranged attacks (this is weaker than invisibility!) and all combat spells (this is stronger) and gaze/touch attacks (also weaker than Invisibility). Overall it's about as powerful as Invisibility, but costs significantly more. Overpriced? Considering "magic" in general is the theme of the game and immunity to it is a big deal, 25 more than Invisibility is suggested even though the benefit is roughly equal - so a cost of 175.
Invulnerability - Effect is worth roughly as much as 6 armor, but is slightly better (added weapon immunity and not reduced by pierce/illusion), so based on Iron Skin, 150 sounds fair.
Lionheart - Benefits roughly equal to Heroism (on a level 0 unit), but 2.66 times the price. It does have the advantage of being cumulative with unit levels instead of replacing that feature, and it is also better for single figure units (due to the health bonus). Still, seems far overpriced. Problem here is the combat price, which should remain at 40 (as it heals 8 instantly), but the overland price doesn't feel right, especially if it exceeds 150. Even that might be a bit too high.
Very Rares
Regeneration - health/turn is worth as much as a cheaper common buff (is granted by a global, like holy weapon or chaos channels). Reviving the unit is worth the unit's cost times the number it revives. This is hard to even guess but as the most expensive units had their cost cut in half, it would make sense to make this cheaper. Considering 180.