Hmmm...I suppose you're right about the fire blob. How about (and yes, I know I'm getting caught up in the details, but I live for them)
-shoot blob of lava. deals damage to enemies in lava, deals half damage to player in lava, applies fire buff to players weapons to set enemies on fire. If you hit the blob with an ice spell, it turns to stone, stopping enemies in their tracks but removing the damage element.
More ideas, because now I'm all caught up in the mindset, lol
-Ghost Blade: Shoot an ethereal dagger forward, if it hits an enemy, teleport behind them holding said dagger
-Summon golem: only usable outdoors, but a meteor crashes at the target location and a golem forms from the shards
-Gravitic Shield: Summons a shield which hovers around the player, absorbing incoming projectiles+magic attacks. Once it's hit with a melee attack from an enemy, the shield stops, rises into the air a bit, sucks all havoc items to itself for a second or two, and then expels them+any arrows, imbued with the power of the magic that struck
-Arcane Blade: Enchant your right hand weapon to launch out ghostly copies of itself on attack, spinning off into the distance
-Arcane Bomb: Channel to conjure and launch forward a slow moving bauble which, when channeling stops, explodes to do damage in a radius around it
-Flashstep: All NPC/enemy actions are continued/followed through for the next 5 seconds, seemingly instantaneously. IE, if someone is walking forward, activate the spell to instantly have them far enough away as though they spent the past 5 seconds walking in that direction.
-Lightning Rod: Overcharge an enemy to have all future lightning spells arc towards them for next 20 seconds, hitting an enemies in the way.
-Uplifting Wind: Launches both you and your targeted enemy into the air, arcing towards each other to clash while falling
-Frozen Time: Slow time in the area for 10 seconds. Any earth/water struck by an errant spell/blow in that time splashes up as expected, but stays in that position after the 10 seconds, creating a field of hovering cover fragments.
-Fracture: Arc a boulder into whatever parts of the mountain above you which you can hit. Depending on how far away that point is, a # of seconds later, an avalanche of rocks comes down the mountain. Longer wait=more and larger rocks. Can hurt the player.
-Melt: Emit an aura which deals increasing damage to both player and enemy depending on how much metal is on their person.
-Summon Ballistae: Pull an earthen, stationary ballista from the earth which can be interacted with to act almost like a powerful turret.
-Raven: Creates a flock of ghostly ravens, which shoot forward, tracking your reticle as it moves and attacking anything caught in the path, until it hits a solid object and they all explode.
-Shell: Create a bubble around the player which cannot be penetrated in either direction by any kind of magic effect.
-Blur: Move forward 10 ft., very quickly. Make this a power so it can be bound to a key!
-Rebound: You and an enemy switch places for 20 seconds. If you can kill them or any other enemy within that time, you stay there. If not, you automatically switch places again.
-Soul Puppet: Crush the last soul gem filled to call a spirit version of the being captured inside, which fights for you until death.
-Expel: Use all the remaining charges on your right hand enchanted weapon to cause a massive explosion, the details of which are based on the enchantment. More charges left=exponentially more powerful. Also clears weapon on enchants.
-Frame: Channel a spell, over the course of Y seconds, on a friendly NPC - as long as they don't see you. Upon release, all crimes you commit for the next Y seconds are put on their head.
And probably more as I grow increasingly over-ambitious,
Edited by Jakisthe, 14 April 2012 - 02:54 PM.