I have to agree with Notmad. Most of these spells are definitely overpowered. I'll give some brief examples of how:
- Favour transfer: this is the exact reason that they made Divine Envoys be removed from the barracks queue when you change god in the city. It makes it way too easy to convert favour. If you want extra favour with a specific god, then favour farm with myths, save some improved favour tokens, or just have more temple levels for the cities in which you worship that god. Also, if you think of it on an alliance-wide scale, it allows everyone to dump extra favour on the player being attacked with no time constraints. That would get ridiculous.
- Attack time scrambler: you have now made it utterly impossible to snipe a CS. In revolt, I would put this spell on my CS every single time. Because if I get that CS in, and he doesn't snipe it, I have taken his city and there is nothing he can do. On conquest, when you have a lot of close supports and attacks, it would be difficult to snipe as well. You've basically given the attack a free anti-snipe mechanism.
- Attack on an attack: imagine someone lobs an LS nuke at your LS city. You now have the capability to destroy that incoming LS nuke in a way far more brutal than sea storm. The same goes for if you attack an incoming slinger nuke. It basically just acts like you caught the enemy at home.
- Pursuit: again, you've just found a way to massacre someone's offensive units. People have to learn to time very carefully in order to do this. Giving a spell that does this takes away from the skill required (which I don't have, so not even biased on this), and again makes it easy to kill the attacker's OLU/LS with basically no effort.
- Anti-espionage: someone starts trying to spy-bomb you. You've now just blocked their attempt with 1 spell. Perfect if you don't keep much in your cave. The moment you see the enemy trying to spy, cast it. Done.
- Espionage: well, no point stacking your cave anymore. If you have stacked your cave high enough, or the enemy resort to spy-bombing, then you are going to know anyways, and at least your silver in your cave is useful. With this spell around, I wouldn't bother filling caves above about 11k, if that.
- Backwards invisibility: basically an anti-sniping tool that screws short travel time snipes. You can counter it if you get the attack times down on a GRCR command overview conversion, or write down all the attack times, but still a complete pain to use. And you now can't spell the attack in the last part of the journey.
- Random resource: So 20 of a resource per favour cost. Same resource/favour ratio as Hera's wedding spell, and actually worse than Poseidon's Kingly Gift, or Artemis' Nature's Gift. So this one isn't really broken. Just not actually worth it. The only time it is better on resources/favour is if you get silver and compare it to the Treasures of the Underworld spell from Hades. But that's a 1 in 3 chance (assuming no coded bias within the spell to make it more or less likely to get certain resource types). If I am using a resource spell on a city, rather than trading the resources from another of my cities, trading it on the market (or begging from my alliance mates), or looting an enemy/neutral/ghost city, it is because I want a specific type of resource right now. Which means that a random resource type is pretty much useless. I could get wood when trying to build a wall, or stone when going for FTS/swords/archers. Not broken, so far as I can see. But definitely one that I don't think anyone would choose to use on a regular basis.
- Trojan horse: now you can't cast spells on this incoming attack. Perfect for a CS, and makes things ridiculous for the defender.
- Anti-air: extremely annoying on revolt, utterly broken on conquest. For conquest, just stack your siege with biremes, enough DLU to cover any transports that might get through the biremes, cast the spell, and watch as the enemy can't send the fliers that they built specifically for siege breaks. Depending on the duration, cast city protection and then your enemy can't even purify the spell.
- Show and tell: okay, so your enemy casts wisdom on your incoming attack. You then cast show and tell. You've just given yourself an attack bonus at no cost except a few favour. Also, if your enemy knows what you make in that city from spy reports or previous attacks, you may as well cast show and tell.
- Tortoise: huge defensive bonus, really. I'll do a revolt example for this. I don't care how strong your CS wave is, or how well-timed your attack waves are, if I can force your CS to land after my revolt is over. CS lands after end of red revolt, then hard luck. And this is exactly how I would use it. Also gives you double the time to stack the city against incoming attacks. On a conquest note, you've just made their CS easier to snipe. Double all the travel times, and you double the gap between each travel time. Unless the enemy has same-second attacks/supports, you've just made it lots easier to snipe the CS. A 2 or 3 second window, which is fairly reasonable for those newer to conquest, or those who just can't get the anti-timer to favour them, suddenly becomes a 4 to 6 second window. Now it's easy to snipe that CS, with a lot less effort.
- Hare: so..... you attack my city that is stacked with defence, either because I turtled, or because it's a city that has Long Term Support from others in your alliance. The timing of your attacks won't matter too much unless they are short TTs. So I can make you get to a city sooner, but I am already prepared for it, and now your LS/OLU nukes are much weaker, and will do a lot less damage to me. All for as little as 150 favour.
- Kamikaze: not the most broken, but still pretty bad. Incoming LS nuke or trireme nuke on your LS city, and you won't be online to dodge, or can't dodge for some reason. Cast the spell, and the enemy just loses a tonne of LS/tris on a bad ratio. If you keep LS in a frontline city and don't use the alarm (or you don't trust the alarm to be reliable enough to save your LS), cast that spell and it is now impossible for the enemy to catch your LS when you are offline.
In conclusion, all but 1 of these spells seem easy to abuse (in my opinion) and the one spell which I can't see a way to abuse has a random element that makes it much less useful. These spells would take a lot of skill out of the game, which in my opinion is definitely a bad thing. This is a real-time strategy game, not a dice game.