I agree that eighth circle spells suck, but I don't think the answer is creating bigger and badder Nuke spells. That's uncreative,and we already have FS. Any time we up the ante on sheer destructiveness, somebody is gonna want something bigger. It's an insoluble issue.
Instead of thrash spells, there ought to be more useful, really cool spells that are like rez and gate. They should also be uniquely magelike, and shouldn't copy the skills of other professions. With that in mind, here goes:
1. A spell that can *temporarily* newbify one item (Ie. your buddy's sword of vanquishing or your reg bag)
2. A spell that temporarily allows access to the bank for maybe 15 secs or so. Just long enough to grab regs from within the depths of Hythloth...
(As you can see, I hate losing regs in dungeons
3. A time-warp spell - you cast it on anybody... they are returned to the same state they were at some predetermined interval beforehand. They keep all their stuff, but lose any treasure, skill gains, etc.
4. A mass bless spell, perhaps in different flavors. E.G. a spell that boosts a party's resist, or HP, or something like that.
5. A house protection spell - spawn can't come within 1 square of your house for a week, but PC's can. This would be useful for keeping annoying critters out of guild meetings and the like. I admit this would be impractical in urban areas.... but what the heck.
Or alternatively - An area effect spell that you can only cast on your own house. Anything that targets the owner (only on his own property) starts taking damage on a time-lapse basis. (On second thought, this version might make homeowners inordinately rich if they live in highly spawned areas.)
6. As somebody sugested, magically boosting items - again, perhaps only temporarily. Else, the market would become vastly oversaturated with Player-made magical crap.
7. Spells that afect the weather - like summoning but perhaps a thunderstorm or whirlwind.. randomly casting devastting blows of lightning on everything visible.... powerful yes, but risky!
8. Waterwalking - target can walk like J.C.
9. A real necromancy spell - summon weak ghouls from the corpses of slain monsters. It would work on PC's but would flag caster as red.
10. Create Portal - construct a magical portal from your house to one other fixed location- guild halls, banks, whatever. You have to throw 50 BP (or some such amount) in it per week to keep it refreshed. This would also be a great money-maker for mages who like to help out less magically inclined players. Perhaps carpentry or smithing could play a role in this.
11. -far seeing- would work with runes, like recall, but instead og travelling, you see the areas which are marked by the runes. Thus you could figure out whether to return to that spawn site immediately.... or you could check and see who's at the guild house without having to go there in person. Or, check mining spots to see if they're crowded. This would be a super useful spell.
12. Enchant Craft tool - enhances the quality of items produced with sewing kits, forges, whatever. Runs out after 30 charges or so.
13. Regroup - creates a temporary magical shelter large enough for the entire party to rest & refit in.
The point is, I think we can make magic a lot more interesting and useful by being imaginative, as opposed to just building a bigger gun.
Damn.. my net connection died while I was typing this - a sign I've rambled on long enough! Time to reconnect and submit.
<I>The only reagent you really need is the mushroom</I>