Bookwyrm627: :( I have 2 life spheres and a water sphere. Enchant weapon for the hordes of T1 units?
I HAVE IT! FROGS! FROGS EVERYWHERE!! IT IS TIME TO GET BIBLICAL!!!
I'd also Bless everyone. But preferably tier 2+ units.
The frogs... well, let's just say that one of the reasons you can beat Emperor AI despite their insane research/income/mana bonuses is that they mostly use it to summon frogs and such.
Still, armies of frogs are second only in awesomeness to armies of Dire Penguins.
Bookwyrm627: 7) In a broad sense, is it generally better to dabble in several spheres of magic, or focus in a few
I'd say it actually depends on the specific type of magic you're picking. Take spheres to get the spells you want.
Air magic? 1 sphere is enough. It gives you Haste and Chain Lightning. The later spheres can be useful, but don't add nearly as much bang for your buck.
Earth magic? All spheres are useful. 1 gives Stoneskin and Entangle, 2 gives Stoning, Gold Rush and Free Movement, 3 gives Lower Terrain and Enchanted Roads, 4 gives Raise Terrain. Death Magic? not very useful unless you have at least 2 spheres to get Terror, but better yet 3 to get Mind Decay.
Here's a list of all the spells per sphere in AoW, which is very helpful when deciding what to get.
In the campaigns, it's important to remember you'll eventually get a full 7 choices. In scenarios, you should decide what is most important to you and pick that. Or just go with default selections: often, if you play a leader that by default has sphere X, you'll start in a position with more nodes of that magic sphere, which can be very helpful.