WOW I likezz
OK my turn:
1-Flame wielder: all fire damage spells gain an additional damage over time effect.
Note: the flame wielder opens up additional fire spell related perks:
2-Flame control: all projectile fire spells (fire ball, fire bolt) can now be guided in mid flight if you keep pressing the cast spell key.
3-Fire blast: you like fire so much you are learning how to generate it from within, when this spell is cast a ring of deadly fire explodes from the casters body knocking, burning, and igniting all targets around him/her.
4-Flame affinity: You gain some resistance to fire magic effects, and when you use fire magics your spells cost less magic energy.
5-Fire storm: the caster creates a small orb of concentrated flame energy a few meters ahead of him (or targetable if possible) when the orb reaches critical mass it will explode causing massive fire damage in a wide area of effect and it knocks targets to the ground as well.
6-Greater fire balls: your fire ball spell is now more powerful and it can also knock small targets around when it explodes.
7-Dragon blast: a wave of fire blasts forward from the caster in a conic pattern burning all targets that are caught within it.
8-Flaming touch: your fire touch spell has more damage and has a chance to light the target on fire for an extended period of time.
9-Fire drinker: when you have more than one enemy on fire, you start to regenerate magic a little faster.
10-Implode: a very powerful spell that has a very good chance to kill target from a single cast, if the target dies he will explode and damage all targets around him.
ALL this spells have a cool down to prevent abuse and easy mod.
just a little idea that's all