Dispel Enchantment - Astral - Removes all unit enchantments in target square.
Steal Enchantment - Nature - Tries to remove an enchantment from a hostile unit and add it to the caster, or a nearby friendly unit.
Drain Enchantment - Death - Removes a unit enchantment and reinvigorates the caster.
Fortify Magic - Earth - Makes all battlefield enchantments harder to disturb.
Strength to Weakness - Blood - All Enchanted units loose hp relative to the power of the enchantment on them. E.g. A level 9 enchantment would do 5 hp damage each turn.
Burn the Strong - Fire - The following round all enchanted units on the battlefield erupt in a small fireball similar to the "Fireflare" weapon.
Mirror Magic - Water - All hostile enchantments are copied and distributed randomly into your own army.
Etheral Storm - Air - All enchanted units are fatigued.
There you go. All spheres get metamagic antagonistic defences or M.A.D. for short.
