If the damage is to large, even considering the additional cost, there could be another way:
Give more effects to the spells.
Say, for Lighting bolt:
Charge 0 (Standard): Lighting bolt in a direction
Charge 1 : A lightning bolt is also cast on the opposite direction you aimed. For example, you cast it west, so there is a lighting bolt to the East as well.
Charge 2: The lightning bolt appears four-ways. If you cast it East, then it appears on West, North and South. If you cast it North-East, it will be cast North-West, South-East and South-West as well.
Charge 3: Lightning bolt is cast in all 8 directions, plus in immediate area.
In other cases, like Detect Creatures/Walls the spell's effects change.
Say, Detect Creature
Charge 0: Detect nearby creatures
Charge 1: Detect nearby creatures for a few turns.
Charge 2: Detect nearby creatures and wells for a few turns.
Charge 3: Detect nearby creatures, wells and items for a few turns.
It's opposite, Detect Walls
Charge 0: Detect walls.
Charge 1: Detect walls and doors.
Charge 2: Detect walls, doors and special tiles (lava, acid, holes, etc).
Charge 3: Detect walls, doors, special tiles and stairways.
In other cases, effect is greater.
BTW, Nahjor? Could you add a display to flags for how many turns/charges does it last?