There are spells available as prizes in the Spheres. Sometimes they do not count towards quests, but often they do.
In my opinion, needing to choose a particular Sphere (or Chest, etc.) only or primarily because one of its [often 'filler'-type] prizes may be an Enchantment is rather discouraging, especially for early-game players who generally already have few or none of the Daily Prize buildings or other desirable items - assuming here that the reason why any given item is included as part of the Daily Prize/s is
because it is meant to be desirable.
Early-game players may also
need those 'filler' prizes [or any others] more than later-game players (depending upon the nature of the building or other Daily Prize/s, of course). If I were a new player, in any game, I wouldn't think much of being expected to obtain Quest-demanded items by winning them from the Event itself - especially via a RNG system which means that
nobody can be sure of winning any of the Daily Prizes in any case.
I remember that the same argument was made, some time ago, when an Event Quest asked for the usage of Troop Instants (Unit Refills?) - and I thought the same then, too. Not only disappointing, but also probably a waste of what is meant, after all, to be a prize - i.e. something which is extra to primary gameplay, not a part of it - and which may also be wasted in terms of achieving its best effect if it is used in order to complete another Quest in the same Event. Again speaking as an early player, I wouldn't want to use up any of my very small stock of Unit Refills (or Enchantments, etc.) unless I thought I would get the most possible benefit from them - which may not coincide with another day's Quest asking for their use.
The solution appears rather obvious : Inno already has different Coins and Goods requirements for Cities at various Chapter levels when it comes to FA Badges, and of late these different requirement levels appear to extend also to Event Quests requiring Coins and Goods as well, so why not - one assumes, without much or any extra coding needed? - just remove or alter, for early Cities, any particular Event Quest requirement which early Cities can't meet, such as making Enchantments in the Magic Academy?
In fact, and since Inno's early-game structure has now already been altered to preclude the participation of early players in group-based content like Tournaments and the Spire, it would seem only fair
also to exclude the same players from Events - which tend to require the use of Resources obtained by those means - particularly if any of the Event Quests require Resources which early Cities cannot
(not merely do not) possess?
That said, it seems highly likely that the reason why early players are not excluded from Events is because in Elvenar, as in most other mobile games, Events are major revenue sources, often more in the case of early players than their later-game and typically more knowledgeable and/or discerning counterparts, whereas the Spire can be and has been used by early Cities to 'cost' InnoGames revenue [by farming Diamonds], and even Tournaments can be used by early players to 'get ahead' in ways which the new early-game structure seems to be discouraging.
Regardless of such practical considerations, though, and assuming that InnoGames is not about to go broke any time soon (which seems highly unlikely), I've always been a fan of the 'play fair' argument applying
equally to players and game-owners alike, and since it is commonly stated, on this and other Forums, that new players 'aren't really meant to finish Events', then in my view making available - even promoting - Events to such players, as is done via Facebook, the Play Store, and the game client itself, doesn't seem very much like
two-way 'fair play' at all.