Here's my wish (nr.1) for Fallen Enchantress: spells that have multiple effects, multiple targets and modifiers.
From what Heavenfall has told me, it's not possible to do that trough modding in War of Magic, but I've got hope for Fallen Enchantress, not necessarily from the spells that come with the game, but as an option for people to add trough modifying FE.
For example: Let's say there's a spell called Lighthing Rod, that causes a large amount of lighting damage to the enemies around the caster. That spell should also be able to cause some damage to the caster himself, since he turns into a lightning rod, even stunning him for a turn. This opens the door for a bunch of spell ideas. Fire spells doing damage over time. Frost spells doing damage and slowing down the target, or, better yet, causing the armor to go brittle and decrease a unit's defense.
Spell Modifiers would be, well sort of like the "how much mana do you want to spend on this" from Master of Magic, or the skill runes in Diablo 3, but in a different form. I just had two in mind. Underpowered and Overpowered spells. The first modifier, when attributed to a spell that is about to be cast, would decrease the effectiveness of a spell, but would also decrease it's requirements for mana, intelligence, or whatever that spell would need to be cast.
(To a more ridiculous and probably not implementable, but comic idea, underpowering some spells could cause something like a Fireball to turn into a ball of fire, just sitting there on the map, doing nothing, until someone tries to kick it, and it explodes. But that's a bit of a stretch.)
Overpowered spells would have the opposite effect, increased cost, increased effects, but the risk of the spell backfiring, by either causing some damage to the player, or just exploding in his face with hilarious/disastrous effects. Overpowering a high level spell, something like a Firestorm, could burn the entire map, causing great damage to both sides, if it got out of hand, for example.
And speaking of effects, random effects, or percentage based effects, for some spells would be fun. A spell that could cause stun, or slow, depending on a random dice throw. Or to a more extreme extent, the Jester spell, from Diablo 1, that could be just about anything, or Wild Magic from Baldur's Gate 2. Absolutely impracticable in a normal fight, but in desperate times, it could either mean salvation, or damnation.
The main problem with this idea would be teaching the AI when and how to use spell modifiers, which is why restricting the option to modding would be simpler.