Death: Can destroy 10% of your enemy’s land and naval units in the selected attack (250 Favor) if someone is attacking by sea then destroyed transports would kill land units anyways, making it a slightly more flexible but less powerful sea storm, hence lower cost
Abduction: Negate all mythical units in the selected attack and send them back home (350 Favor) potentially incredibly damaging to a myth heavy attack
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Warmth: Connect to the hearth and receive 500 wood, stone, and silver (75 Favor) gain is a bit disproportionate to existing powers otherwise
Charity: Your troops in the selected attack can carry 20% more booty (20 Favor) good idea for a low end power but 50 favour doesn't really justify the return on investment
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Cowardice: Run away from a fight. Recall all units in the selected attack instantaneously even past the 10 minute barrier (80 Favor) again, good power but not really cost effective at high favour
Swift Strike: Travel time for all attacks is 20% faster for 12 hours (350 Favor) actually incredibly powerful for mass attack give the lack of account sitting and coplay in the game, high favour seems appropriate
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Let There be Light: Help ships navigate in the dark with a 10% speed boost for 12 hours (150 Favor) lower speed boost makes it not just a cheaper version of swift strike, as most attacks will be by sea late game
Healing: Your losses in the selected attack are 10-20% less (250 Favor) not sure how that power is different to a 10%-20% power increase?
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Gift of Fertility: Instantly finish recruiting one queue of units (350 Favor) as you're incredibly unlikely to have more than 20 hours as part of the same queue it's actually not that cost effective compared with population growth for 80 favour, anything 300 or over is serious favour
Mystery Origins: Receive 100% more militia, lasts for 12 hours (80 Favor) actually pretty powerful if you're under heavy attack, 40 favour is a little cheap
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Messenger: See the troops sent in the selected incoming attack (50 Favor) this power already exists with athena and costs nearly three times that xD
Guide: Lead the dead to the underworld and receive 10 random resources for each dead, lasts for 12 hours (200 Favor) this spell is actually pretty powerful
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Protection: Reduce training time in barracks and harbor by 50%, lasts 12 hours (200 Favor) this god doesn't really have any other power spells
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Forge: Increases defense of all regular ground units by 10% for 12 hours (450 Favor) if this means every ground unit that you own then 20% is far too powerful, if it's just the units in the village then 20% is too weak for 450 favour
Kindness: Eliminate the resource costs for Mythical Units, lasts for 12 hours (250 Favor) myth units are actually really expensive, 100 favour is far too low
Just my thoughts, hope that helps a little bit xD.