I have a couple of ideas for spells as well
Blue Way:
Ice fists (3), the caster's fists are covered in ice. Melee hits cause additional damage bruising the opponent for the duration of the spell or until a certain number of hits (or damage?) has been dealt thus the ice breaks.
Icy grip (9): The caster hugs the victim in an icy grip. If the spell succeeds the target is frozen completely and has to take endurance rolls till it dies or the ice breaks. During that time the victim takes damage over time. If the target is attacked the spell is broken.
Brown Way:
Cave (6): The caster forms a small cave on the ground to provide shelter for a while.
Lift (6-7): The caster makes the earth below their feet rise a few feet pushing them higher. The block collapses after a couple of seconds.
Stepstone (8-9): The caster makes the earth rise in a spot of her choise. The block of earth remains for a few seconds.
Dark Way:
Moths (4): The caster sends a swarm of moths to "bug" the target intrrupting their spells.
Red Way:
Warmth (4): The caster creates a small warm area restoring everyone's physical stamina and slightly healing them over time. The caster needs to maintain the warmth with her mana for the duration of the spell.
Azure Way:
Perception (3): Anticipates the target's next attack(s) and dodges it completely.
Nausea (6): Creates supersonic waves that render the targets unable to fight in the area of effect for the duration of the spell.
Crystal Way:
Befriend creature (5): Makes an agressive creature friendly.