Fire Branch
Coronal Glow: Units Defense is halved. Negates any hiding abilities
Boiling Blood- takes 1 damage per turn -2 STR, attack speed increased
Wariness- area spell, double movement and combat speed costs in the area
consume- unit takes 2 damage per turn
nova- unit explodes when it dies
Water Branch
Healing rain- heals an area lightly
Frostbite- unit takes 1hp damage whenever it melees
encase- unit unable to move or be damage until str+1d(#turns encased*10) > int+(1d@turns encased*10)
dessicate- ignores defense, does direct damage to living creatures, but not summons
rust -att, -def until end of battle
Air Branch
windwall- unit gains a chance to avoid attacks from long distances, strongest vs long-melee missile strikes
hall of mirrors- unit needs to pass an int check to move on its turn
alteration- 2 units look like each other until they attack or do an action/move like the other unit cannot
flight- ignores terrain costs
suffocate- lose 1/2 combat speed, take small amount of damage, CON save per turn
Earth Branch
density- random chance to increase cost of attacks and moves by 1
stone shell- +INT/2 DV -25% attack speed, chance to give a -1DAM malus to melee attackers
earth to mud- can turn an area into a quaqmire, can't move in it unless flying/floating
diamond skin- gain one round of immunity to non-magic
metal to stone- makes a weapon heavy. Melee/ranged attacks impossible
Just some ideas.