Are these for 3.0 or 3.5? For this post I will assume 3.5...
Some basic commentary.
The School for the spells as written would be: Conjuration (Creation) [Energy Type]
(But it has to be one specific energy type)
The spell levels are too low.
Magic Weapon is 1st
Greater Magic Weapon is 3rd
Major Creation (metal) is 5th
However, the proposed spells not only create a magic weapon rather than transform a weapon, but they also fires the weapon AND gives an energy bonus. I also think that dealing ALL energy bonuses at once is TOO powerful. There is no spell that does this especially with the rule of energy opposition. The spells are also more powerful than the magic items they are supposed to mimic.
Here are some suggestions based on existing spells...
Weapon of the Elements
Transmutation
Level: Clr 3, Sor/Wiz 3
Components: V, S, DF
Casting Time: 1 standard action
Range: Touch
Target: Weapon touched
Duration: 1 min./level
Saving Throw: Will negates (harmless, object)
Spell Resistance: Yes (harmless, object)
Weapon of the elements gives a weapon a +1 enhancement bonus on attack and damage rolls. (An enhancement bonus does not stack with a masterwork weapon’s +1 bonus on attack rolls.) This also grants the weapon an energy aura of choice from acid, cold, electricity, fire, or sonic. This aura deals an additional 1d6 damage of that energy type on a successful attack and an extra 1d10 points of fire damage on a successful critical hit.
You can’t cast this spell on a natural weapon, such as an unarmed strike (instead, see magic fang). A monk’s unarmed strike is considered a weapon, and thus it can be enhanced by this spell.
Weapon of the Elements, Greater
Transmutation
Level: Clr 5, Sor/Wiz 5
Components: V, S, M/DF
Casting Time: 1 standard action
Range: Close
Target: One weapon or 50 projectiles (all of which have to be in contact with one another at the time of casting)
Duration: 1 hour/level
Saving Throw: Will negates (harmless, object)
Spell Resistance: Yes (harmless, object)
This spell functions like weapon of the elements, except that it gives a weapon an enhancement bonus on attack and damage rolls of +1 per four caster levels (maximum +5).
Alternatively, you can affect as many as fifty arrows, bolts, or bullets. The projectiles must be of the same kind, and they have to be together (in the same quiver or other container). Projectiles, but not thrown weapons, lose their transmutation when used. (Treat shuriken as projectiles, rather than as thrown weapons, for the purpose of this spell.)
Arcane Material Component: Powdered lime and carbon. A bit of Copper (fire) or Sulfur (acid) or Fur (electricity) or a small tin bell (sonic) or a bit of cold iron (cold).
OR
Mage’s Fire Spear
Conjuration (Creation) [Fire]
Level: Sor/Wiz 7
Components: V, S, F
Casting Time: 1 standard action
Range: Close
Effect: One shortspear
Duration: 1 round per level
Saving Throw: None
Spell Resistance: Yes
This spell brings into being a magical flaming shortspear. The spear strikes at any opponent within its range, as you desire, starting in the round that you cast the spell. The spear attacks its designated target once each round on your turn. Its attack bonus is equal to your caster level + your Int bonus or your Cha bonus (for wizards or sorcerers, respectively) with an additional enhancement bonus of +1 per four caster levels (maximum +5). It deals 3d6 points of piercing damage plus an additional enhancement bonus of +1 per four caster levels (maximum +5), with a threat range of 20 and a critical multiplier of x3. Additionally, the spear deals 1d6 fire damage on a successful attack and an extra 2d10 points of fire damage on a successful critical hit.
The spear always strikes from your direction. It does not get a bonus for flanking or help a combatant get one. If the spear goes beyond the spell range from you, if it goes out of your sight, or if you are not directing it, the spear returns to you and hovers.
Each round after the first, you can use a standard action to switch the spear to a new target. If you do not, the spear continues to attack the previous round’s target.
The spear cannot be attacked or harmed by physical attacks, but dispel magic, disintegrate, a sphere of annihilation, or a rod of cancellation affects it. The spear’s AC is 10 + its enhancement bonus (10, +0 size bonus for Medium object, plus a deflection bonus equal to its enhancement bonus).
If an attacked creature has spell resistance, the resistance is checked the first time Mage’s fire spear strikes it. If the spear is successfully resisted, the spell is dispelled. If not, the spear has its normal full effect on that creature for the duration of the spell.
Focus: A miniature platinum spear with a spearhead of copper and zinc. It costs 250gp to construct.
OR
Flaming Spear
Conjuration (Creation) [Fire]
Level: Sor/Wiz 2
Components: V, S, M
Casting Time: 1 standard action
Range: Close
Effect: One spear of flame
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
A magical spear of fire springs from your hand and speeds to its target. You must succeed on a ranged touch attack to hit your target. The spear deals 1d6 points of fire damage. For every three caster levels (to a maximum of 18th), the fire deals another 1d6 points of damage (maximum 6d6 at 18th).
Material Component: Powdered bat guano.
OR
Spear of Fire
Evocation [Fire]
Level: Sor/Wiz 2
Components: V, S
Casting Time: 1 standard action
Range: Close
Effect: One or more spears
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes
You blast your enemies with fiery spears. You may fire one spear, plus one additional spear for every four levels beyond 3rd (to a maximum of three rays at 11th level). Each spear requires a ranged touch attack to hit and deals 4d6 points of fire damage. The spears may be fired at the same or different targets, but all spears must be aimed at targets within 30 feet of each other and fired simultaneously.
Hope this gives you some ideas.