Hmm, image got lost in the last batch of server work.
Lower level spells are going to have to pick up some attributes for free as they go up in level I think. A fireball at 9th level and a magic missile at 9th level should both be a legitimate choice. Speaking of Fireball.
Fireball
3rd level Shunran Evocation [Fire]
Range: Encounter
Defense: Reflex 1/2
You evoke a pea sized sphere of flame that flies out to the range you specify and blossoms out to a 20' radius sphere of flame that deals 2d6 + 1d6 / level damage (minimum 5d6).
+2 The spell knocks down those who fail their save and half the damage becomes sonic.
+X You may delay the blast 1 round per level.
While considering this a thought occurred to me - at what levels should certain effect types enter play. 4th edition did a reasonable job of analyzing this, though at times it was too eager to go sacred cow killing. Fireball coming into play changes the game - it gives the wizard a means to affect multiple targets so horde control becomes prevalent.
Here are effects who's presence is game changing and sorted by the colors that get them:
Valra
Raising the dead
Curing Wounds
Antimagic wards (both general and specific)
Balcra
Teleportation (tactical, later strategic)
Flying
Scrying
Telecommunication
Sodra
Animating the Dead
Level Drain (both overall, but also by stat or ability)
Shunra
Spells that damage an area
Damaging barriers
Abora
Shapeshifting
Regeneration
Also of concern is a division of who does what. For example, Balcra rules over scrying - but Abora dabbles in it by allowing druids to see through the eyes of animal companions. As in the card game, abilities will be primary to one color, and secondary to a second and maybe tertiary to a third if they are critical.
Healing is a rare example of one that goes through all five - Valra recovers stamina quickly and is considered the primary color for healing. Abora recovers health. Sodra can leach either from enemies. Balcra can produce illusory health and Shunra can grant health that persists while the target is enraged.
Flying is a more typical example. Balcra grants this outright, Valra can grant wind walking which is more limited, Abora can fly by shapeshifting into a flying creature.
While the card game informs where the abilities might go, it doesn't dictate them. The d20 game has mechanics that are unique to it, and the card game has mechanics that are likewise specific to it, such as tapping land for mana (which, though flavorful, is a largely a combat pacing consideration).
While my thoughts are meandering, that is one feature of Magic I'd like to incorporate. It does a far better job than d20of preventing fights from opening up with the most powerful possible ability first through the restriction mana presents. Even as recently as Pathfinder, d20 games involve opening up with the biggest gun first and, and high level, the game devolves into rocket tag.
The martial character ability system of gaining combat points will be able to constrain them from opening with most powerful ability first, but what about the spell casters. For storytelling reasons it's more fun for the 9th level uber spell to go off last, not first.