Old spell-suggestion being brought to the board at the prompting of the Co-DM:
Deceptive Terrain
Illusion (Glamour)
Caster level: Sor/Wiz 3, (Druid 2?)
Components: 1 GB
Regency: 5 RP per province
Casting Time: One free action (1 day)
Range: Long
Target: 1 Province/ 3 caster levels
Duration: 1 month/caster level
Saving Throw: None
Spell Resistance: No
Description: Using a complex set of illusions the wizard attempts to fool an army into fighting battles on the wizards premises.
Spell Effect: Any time a battle is about to take place in a province under the influence of a Deceptive Terrain-spell, the wizard may grant a bonus of +4 (actual amount subject to DM decision, this number is just using the homefield-advantage bonus) to any Warcraft-check made to determine which general is better able to force the site of the battle, as the lands shift and turn to reveal previously hidden paths, or cover easy approaches in a shroud of illusions. Note: The wizard needs to be aware of the armies, but does not have to determine which side to support until they actually try to engage each other. If both sides agree to meet in open terrain, the spell's bonus is wasted for that engagement. (Or the wizard can make his own opposed check, using only the bonus of the spell, to determine the ground himself)
Character Level Equivalent: Hallucanitory Terrain
(Alternately a more powerful version could be made, that simply allowed the wizard to determine the terrain - but I like this approach and how it gives a subtle power to even a neutral wizard. A strong and "unbiased" wizard, for example, might aid one side in one battle, but support another in a different province.)