Mines (fire trap) feels like a level 3 spell. In the context of a skilled ability, it's a genuinely powerful magic.
Slow also feels like a level 3 spell (it could be swapped with Weakness, which plays similarly to Haste but is weaker due to: potential resistances, the limitation of reducing stats to zero, and the existence of a counter - Retribution).
Dispel Magic is extremely strong for a level 1 spell; it counters half the spells in the game, including top-tier summons. I would move it to level 3, along with Raise Dead, just to prevent it from being easily accessible to those who haven't even invested in the school.
Gloom doesn't feel like a level 4 spell; it's a level 1 or 2 spell – just a single-target debuff without a mass version. It would be different if it reduced the entire stack, not just morale/luck :)
Vampirism, I would put at level 4. It's not a spell that has the same impact as other top-tier spells.
Evasion doesn't feel like a level 3 spell; it's a level 1 or 2 spell. It's very specific and only useful in a single-target scenario, primarily against the AI (due to an AI bug).
Haste plays at level 2. Initiative is valued more than other stats, and besides, the bonus is quantitatively stronger than Divine Power (in the mass version).
Weakness can also be put at level 2, given that it has a greater effect than a similar Divine Power, especially in the mass version.
Swords - Air?
Dispel - Fire?
Ray - Earth?
Generally, I understand the limitations for Dispel and Ray, caused by the corresponding perks, but still - Evasion and Haste are assigned to different elements.
By the way, are you aware that "Lord of the Earth" enhances not only Earthquake and Mines, but also Crystal and Swords?
Earthquake should be removed from the guild (making it a level 6 spell) and only given as a perk. Because it's useless except in specific cases. You build a level 3 guild expecting Plague, but there's... practically nothing (absolutely nothing).
Single spells at a level (Lightning, Hive, Fire Wall) look like an oversight. The same applies to spells with 4 at a level, which makes their appearance in the guild particularly unstable.