Concepts and ideas structured and re-posted here.
A very common complaint is that WOM magic is drab and unimaginative.
So how should it be? What spells and effects should be there?
Just saying it should be "better" or "more varied" is so much hot air.
This is really only a temporary post to see what categories will be needed to sort the expected mess. In a day or three I'll repost it with some structure so that it will be possible to find and expand ideas.
Things I want to see (for a start):
(Weapon) procs. Melee champions are dreadfully boring and so are magical items. Right now a "magical" sword just means it has 9 attack instead of 6. Yay. Woo.
I want to see miracles.
ProcsOnMelee, OnRanged, OnSpellCast, OnGetHit, BeforeDeath (some second chance, deus ex machina spell), AfterDeath (an exploding fire elemental).
Since items (especially with procs) will be extremely hard for the AI to attach a value to, allow defining the value of the item for the AI. Like:
<ItemValueMeleeOffense>100
<ItemValueMeleeDefense>100
<ItemValueRangedOffense>100
<ItemValueRangedDefense>100
<ItemValueCasterOffense>100
<ItemValueCasterDefense>100
It would be silly for the AI to buy a champion item with a melee proc when the champ is using a bow.
Some way for the AI to make halfway reasonable decisions.
Items / abilities with several charges, total and per battle. An alchemist getting to throw 2 fire bomb potions per battle.
Linking generic spells to items as procs or inventing new ones.
Point blank AE spells that exclude the caster from the effect.
Spells that have more than one effect.
Specific spell ideas like for Teleport.
Typhoon, flood, chesire rabbits (huge sharp pointy teeth without a rabbit), meteor showers, mutation rays, mind control, turning people into chickens, making them drunk so they often move a square into a random direction instead of where they wanted to go...
Wholly new schools of magic. I saw Shadow and Nature. Forest. Blood magic requires a more flexible system of "cost". They all go into the bag!
Be creative. Even if little of it makes it into the vanilla game, it's all the more food for modders. 
Note: Possible categories:
- each element, containing spells and element specific effect / side effect ideas
- cross-school spells. Air+Fire = fanning the flames, earth+water = tsunami (earthquake under an ocean)
- research
- procs for creatures, items, other...? Terrain based procs or clicky effects like being able to hide in ruins
- New spell mechanics / effects like different AOE shapes or PBAE, spells with multiple and/or random effects
Multi-turn casting time for large scale tactical spells
Channeling spells (like the Earth elemental I outlined further below) that only last while the caster "keeps casting them" and does nothing else
- ways for the AI to evaluate and generally figure out magic
- Official Spellbook thread
- Ishantil's suggestion thread
- buff stacking rules
- New resistance system
- enchanting items, single or multi element, see below
- starting conditions. Selecting starting spells, sovereign traits, mutually exclusive spell books (fire/water, life/death), spell book pick cost
- Mana supply by shards, improvements, buffs. (Clarity buff that costs essence but increases regen)
- Shard effects on their surroundings, positive and negative, wild and neutral shards