I've been reading through the formulae. I'm half way through Perfect Freeze at the moment. Here are my initial opinions on all of them. I started with Crushing Stone, so don't expect my reviews of that circle to be quite as accurate as for the later ones.
Note: I consider 1d6/level (minimum 3d6 even at level 1) to be level-appropriate damage, single target or area. Anything with less than that better have secondary effects that improve it, especially if it's single target only. This includes the expected base damage of an effect that piggybacks on another attack, like Disintegrating Spray or most maneuvers. I tend to ignore saves for half damage unless the save DC is low for some reason or the damage is middling and single-target. And I tend not to notice when its save negates, so there's that, too. This is just a heads up so you know how to evaluate my evaluations.
Particularly Useful Formulae:
Note: I only checked CS and DC for these.
[spoiler]
Crushing Stone
6 - Fist of the Mountain
6 - Rock Tomb
8 - Pinpoint Avalanche
Deteriorating Corrosion
3 - Venomous Air
7 - Gush of Venom
7 - Vitriolic Flood
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Crushing Stone review:
Note: Nothing in Crushing Stone appears to be affected by SR. While helpful, it neither makes up for its formulae's underwhelming natures, nor the fact that they require regular atatcks instead of touch attacks.
Crushing Stone's primary tricks are knocking enemies prone and making difficult terrain. There are a few good options in there, though, but the majority of its effects are unimpressive or are rendered obsolete by flight.
[spoiler]
Spellshape: Rockslam
I already outlined the issues it has compared to the other spellshapes. The ability to ignore SR is a nice touch, but SR is far less common than AC.
Animated Stone (major 1)
Deals at most 3d4 damage before crits, but it has a piddling attack bonus (serieously, half your shaping stat and your mediocre BaB? That's like +1-2 at level 1 and peaks at +17 by 20th). If it was a minor and only flanked, it would be worth thinking about. Heck, if it was exactly the same and a minor it would be worth thinking about. As a standard-action major, however, it is obsolete as soon as it's available.
Note the typos: It refers to itself as a "blade" in the second to last sentence of the first paragraph. I'm guessing you cribbed the format from Mordenkainen's Sword?
Boulder Slam (major 5)
Very average damage, but overcomes DR/hardness (equivalent to overcoming resistances). Does 8d6 when you get it (9th), but loses steam when it only goes up to 10d6 at 17th (appropriate for the way this system works).
Crushing Slam (minor 5)
Fort or prone with rockslams.
Demolishing Blow (minor 3)
Bonus damage (4d6) to objects and constructs.
Earth Tremor (major 3)
Interrupts casting and knocks prone every round. Decent BfC.
Fist of the Mountian (major 6)
If your rockslam hits, the opponent is stunned, no questions asked (unless that question is "do you have Mettle" or similar). Definitely a good formula.
Grasp of Earth (major 2)
Almost literally does nothing. In order to maintain a grapple, you have to move into the opponent's space. Since the arm can't move, it can't do that, so it can never do anything more than the 1d3+Str nonlethal damage from the unarmed atatck for winning the initial grapple check. A simple fix is to make it pull the grappled creature into its space (similar to the Improved Grab ability). Its effective grapple modifier is 2 + 4/3 shaper levels, which while unreliable, is still a threat at lower levels.
Grasp of Stone (major 4)
See Grasp of Earth, except that its grapple modifier is a whopping one point better (and it deals an extra 1d6+1 damage on a pin that will very rarely happen even if it can grapple). Its one additional round of duration helps it stay around longer, and its additional defenses mean that it's at least not dust from a single level-appropriate attack. Being stuck at medium size means that it can't even grapple huge creatures (which start showing up around now).
Monolith Slam (major 7)
See Boulder Slam, except that it doesn't scale as well with the formula level difference, so the damage is even more unimpressive.
Overwhelming Slam (minor 2)
Should have the mind-affecting and fear descriptors. The save DC is pathetic if you don't combine this with a damage-boosting major formula since the basic rockslam has unimpressive damage.
Pinpoint Avalanche (major 8)
Good damage area save or lose badly. One of the few good Crushing Stone formulae.
Precise Slam (major 1)
Good for its level, as the damage is still competitive (2d6-3d6). The Concentration check will still be slightly difficult to make at lower levels, though.
Rock Tomb (major 6)
Reflex save or lose. Good.
Seismic Pulse (major 3)
It has level-appropriate damage. That's a plus. It requires you to be on the ground. That's a negative.
Seismic Surge (major 7)
Level-appropriate damage, a teensy bit of BfC, and, unlike Seismic Pulse, does not require you to be on the ground. It's okay.
Shower of Stone (major 1)
No save, no SR, just take the damage like a man. It's very low damage, though.
Staggering Slam (major 4)
Prevents movement. (And I'm guessing it's supposed to prevent full-attacks as well, right?) The fact that it only functions on grounded targets is a negative, though, as flying and levitating creatures are the ones you'd most want to stop in their tracks.
Stone Sentinel (major 5)
Good hp and presence (huge creature), but its attack bonus is sorely lacking.
Stone Slam (major 2)
Good damage for the level (3d6-4d6) and ignores hardness and DR (equivalent to overcoming resistances). It's useful utility similar to Mountain Hammer in that its worth hanging on to if you picked it up at low levels (mostly for bashing down doors and walls) but isn't worth spending a high level formula slot on (nor its higher level equivalents, sadly). It's somewhat less useful the Mountain Hammer since you can usually just switch to another spellshape attack that uses an energy type your opponent doesn't resist.
Tooth of the Earth (major 4)
Level-appropriate damage and a save or suck. Loses relevance quickly as flying creatures become more prevalent, but the fact that it hits ones within 10 feet of the ground means you'll at least get the ones without reach.
Wrath of Stone (major 9)
So, 14d6 damage and a bit of BfC. Seems very weak for a 9th level formula.
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Deteriorating Corrosion review:
Note: Deteriorating Corrosion steals some of Crushing Stone's thunder. Many of its formulae don't allow spell resistance.
Deteriorating Corrosion achieves battlefield control through debilitating debuffs (nausea, paralysis) and difficult terrain. It also has a minor in Strength damage. It has some very good debuffs and the damage isn't too bad. Not amazing, but not bad.
[spoiler]
Spellshape: Caustic Spray
A good spellshape, dealing acid damage (2nd-least resisted, full damage to objects) as a ranged touch attack.
Acrid Pool (major 2)
Difficult terrain and a bit of acid damage in a wide area. Good for low-level BfC.
Armor-Eating Acid (major 1)
-4 AC for a single enemy for 1 round. Helps your allies hit, I guess.
Biting Acid (major 3)
Bonus damage and makes criticals much easier to confirm.
Blinding Spray (major 3)
A clarification on how much fluid is needed would be helpful, otherwise it's just a save or lose your next standard action. Either way, it's nice enough.
Caustic Attrition (major 5)
Save or have less DR. Weak unless you're running around with some buddies with tons of attacks. Would be more helpful in Crushing Stone, since they can actually benefit from this.
Caustic Blood (major 4)
Save or effectively nauseated each round for 3 rounds. Good save or suck/lose.
Clinging Venom (major 1)
Extra 1d6 acid damage. The time delay is negligible since the damage is dealt before the target's actions. An appropriate 1st level formula.
Cloud of Corrosion (major 8)
4d6 damage/round and obscures sight. Not quite the bang I'd expect from an 8th level formula.
Corrosive Mantle (major 2)
Don't touch me. The whole standard action/short duration defensive self-buff makes it mediocre.
Corrosive Sludge (major 4)
Like Acrid Pool, but with more damage. The area is significantly less, though.
Debilitating Splatter (minor 5)
A good debuff to tack onto your spellshape.
Disintegrating Spray (major 6)
Holy crap, it's level-appropriate damage on a spellshape attack! 15d6 (6d6 on a save) when you get it. Good utility, too, for removing pesky walls and doors and stuff. I think this invalidates the entire Stone Slam line of Crushing Stone.
Flesh-Melting Spray (minor 5)
The name is not formatted (missing the size and bolding of other formulae's names). Adds Strength damage to your spellshapes. Not bad.
Gush of Venom (major 7)
It's official, Deteriorating Corrosion is the land of level-appropriate spellshape damage. Plus, y'know, the save or lose.
Liquefy Flesh (major 9)
Low initial damage, but deals a good amount of ability damage over the next few rounds. Takes a while to get going, though.
Macerating Spray (minor 2)
Adds Strength damage to your spellshapes. Not bad.
Nauseating Fumes (minor 4)
Adds a save or suck to your spellshapes. Especially good when combined with formulae that allow you to attack multiple opponents (like Gush of Venom).
Penetrating Vitriol (minor 6)
Ignore SR. Helpful in a pinch, but not vital.
Sickening Fumes (minor 1)
Adds a decent debuff to your spellshapes.
Venomous Air (major 3)
Area save or suck.
Vitriolic Flood (major 7)
1d6 Con damage and makes you lose a turn scraping it off if you don't want to take another 4d6 over the remaining 4 rounds. In a 15-30 foot high or lower dungeon, there's no real save as the stuff on the cieling will still drop on you anyways.
[/spoiler]
Devouring Shadow review:
Devouring Shadow does a decent variety of the debuffs normally associated with Necromancy: negative levels, ability damage, sickening/nausea, and fear. The negative levels are very weak though. It also has a minor in healing, which is okay. Some of the low-level damage formulae are decent, but there are very few gems. The rest is either average or meh. Since most of its formulae after about 3rd level don't bother trying to win with damage, there's not the usual amount of things to be unimpressed with. If its spellshape was a ranged attack like the rest, this would be a pretty good circle, having good debuffs and strong Constitution damage.
[spoiler]
Spellshape: Withering Hand
I already outlined the issues it has compared to the other spellshapes.
Baleful Hound (major 5)
How is this not strictly better than Stone Sentinel (CS 5)? It's got a better attack bonus (before including invisibility), sees and strikes invisible opponents, and makes a nigh-impassable space. Well, on further review, it isn't perfect. It can't move, it does less damage, and it doesn't lock down as much of the battlefield (3x3 > 1x1). The fact that it has a relevant attack bonus is a big plus, relatively speaking. It's still unimpressive.
Crippling Plague (major 3)
Sickening and up to 5d8 damage. There are better options.
Degenerative Necrosis (major 2)
6d6 damage over 3 rounds. Good damage when you get it, but ages poorly (as normal for formulae).
Enervating Hand (major 8)
1d4 negative levels on a spellshape attack (so melee), but Fort negates. Make it ranged and remove the save (or at least make it save for half or something) and we'd be talking 8th-level appropriate.
Festering Rot (major 2)
At best, it's 12 damage over 4 rounds in an area, and usually less.
Gangrenous Touch (major 5)
I'd write it off completely as low damage with a weak effect if it didn't stop regeneration. This is one of those utility formulae that you might want to keep around for when you run into some obscure creature with regeneration only bypassed by balsa wood or something. Not really worth taking except if you know your opponents are compulsive healers or something, but definitely worth mentioning.
Hand of Clinging Shadows (major 1)
Fort or have a small miss chance. Didn't the equivalent Shadow Hand maneuver also deal +1d6 damage?
Hand of Endless Shadows (major 4)
Fort or have a large miss chance. Could use more damage or an effect on a successful save or something, and that's discounting the fact that you're a squishy in melee.
Horrify (major 4)
Save or lose and a bit of a debuff on a success even. Good enough.
Infect (minor 4)
Adds a bit of ability damage to your spellshape. A decent variety of options.
Life Drain (major 3)
Small damage, small heal.
Mindrot (major 7)
Save or lose with a bit of damage. Okay. Note that it's not mind-affecting like you'd expect.
Petrifying Gaze (major 7)
Multiple save or loses, although each one still costs you actions. A very efficient formula, although I think the efficiency is wasted on a resource so easily recovered.
Putrefying Touch (minor 6)
Adds good Con damage to spellshape attacks.
Rotting Stench (major 5)
Shatter vs. organic materials. I'm not sure how the Fortitude Half save is supposed to work. Also note that Warlocks get Baleful Utterance much earlier than this.
Rotting Touch (minor 3)
Adds a bit of Con damage to spellshape attacks. Not that much, though. If disease immunity wasn't slightly more common than ability damage immunity, I'd recommend waiting for Infect.
Stringing Touch (major 2)
Staggers (effectively), gives an AC penalty, and makes spellcasting difficult. Good for its level.
Terrorize (major 1)
Very much so low-level only, but it does its job well.
Vampiric Feast (major 9)
Strong Con damage. Strong temporary hit points. Strong area save or lose (albeit with a small area). This is a good formula.
Vitality Drain (major 1)
Combat healing at a level when its still relevant. The whole squishy mage in melee kinda kills it, though.
Wither Soul (major 6)
See Enervating Hand, but only 1 negative level and two formula levels lower.
[/spoiler]
Perfect Freeze review:
Perfect Freeze does
Dex damage
[spoiler]
Spellshape: Frostray
An average, effective spellshape. Cold is the second-most resisted energy type, but it's also a common weakness (fire subtype), so it's cool (pun intended).
Avalanche Wave (major 6)
Weak damage. Short range. Knocking prone is not enough.
Bloodfreeze (major 5)
Good debuff that hurts even if you make the save.
Brain Freeze (major 1)
Save or lose half a turn? Could be worthwhile in the right circumstances, but most of the time I expect this is bad action economy.
Breath of Frost (major 3)
Level appropriate damage, but a very short range.
Chilling Ray (minor 2)
Adds a bit of Dex damage to spellshape attacks.
Flashfreeze (major 7)
Save or die, pretty much. Escaping this is difficult for anything other than a full-on bruiser has a good chance of falling unconscious from suffocation before this runs out, and even being trapped in there for 5 rounds is like a death sentence with respect to the current battle. I'm probably overrating this slightly, though, since it's not quite as deadly as I first assumed.
Freezing Ray (minor 5)
As Chilling Ray, but more Dex damage.
Glacial Freeze (major 6)
Save or lose.
Hailstorm (major 4)
I know you're basing this off of the Ice Storm spell, but its still lacklustre. The reduced land speed helps a bit with BfC, at least.
Hindering Ice (minor 4)
Save or suck for your spellshapes.
Hoarfrost (major 2)
Check your tags. You seem to have forgotten to close a bold tag here (and possibly the next few formulae as well). Save or suck.
Hypothermic Ray (major 3)
A bit of a debuff.
Ice Glaze (major 1)
Grease minus the Reflex save or fall prone. Still good BfC. What's the Balance DC? (Ice doesn't seem to have a Balance DC of its own that I can find in the SRD.)
---Will finish the rest another time. Stopped before Ice Spikes.---
[/spoiler]