Here are a couple more suggestions. They haven't been road tested I'm afraid:
Cryomancy Concentration, Resist (Resilience)
The spell effects 20 litres or SIZ 3 equivalent of creature per Grimoire/10. The effect freezes 20 litres of water each combat turn. To be effective in combat, the sorcerer must be able to match or exceed all of a targets SIZ in order for the spell to take effect.
Each full combat turn of exposure to the effect advances it one level. That is, the target of sustained exposure would begin with shivering, then, become progressively debilitated each turn until the target slips into a coma.
Once the peak damage level has been reached, additional rounds of concentration will continue to apply the effect. Once the spell ends, unless the victim is in a coma he will begin to recover from the effects at the rate of one level of magnitude per turn.
Target can attempt resist the effect each round with an opposed Resilience vs. caster’s Grimoire skill. Once successfully resisted the spell is broken and will begin to recover as described above.
Cryomancy can be combined with the Attract (Cold) spell, which reduces the targets effective resilience by 5% per 10 points of Grimoire skill.
The Sorcerer must maintain proximity, concentration and line of sight throughout, else the spell will be broken.
First Turn: Cause uncontrollable Shivering, Movement rate ½, -20% to physical tasks.
Second Turn: Reduce movement rate to ¼, numbness, DEX halved, -40% to all tasks.
Third Turn: Hypothermia takes hold. Movement rate reduced to 1, DEX ¼, -60% to all tasks.
Fourth Turn: As Intensity Four, but 1 point of damage inflicted to all hit locations, by-passing clothing and armour. Target falls unconscious.
Fifth Turn and thereafter: Target slips into a coma. An additional 1 point of damage is inflicted to all hit locations. Even if caster ceases concentration, organic targets will die in 5 minutes unless they receive medical assistance.
Pyromancy Concentration, Resist (Resilience)
The spell effects 20 litres or SIZ 3 equivalent of creature per Grimoire/10. The effect brings 20 litres of water to the boil each combat turn. To be effective in combat, the sorcerer must be able to completely overcome all a targets SIZ in order for the spell to take effect.
Each Full combat turn of exposure to the spell advances it one level. That is, the target of sustained exposure would begin with blistering then move onto progressive debilitation and injury each round until he bursts into flames.
Once the peak damage level has been reached, additional rounds of concentration will cause repeated suffering of the effects. If enough damage is inflicted in a single turn to reduce all hit-locations to zero, the target will burst into flames.
The Sorcerer must maintain proximity, concentration and line of sight throughout. Once the effect ends, the victim (unless he is on fire) will stop taking damage and recover from the effects at the rate of one level of magnitude each minute.
Targets can resist the effect each round with an opposed Resilience vs. caster’s Grimoire skill. Once successfully resisted the spell is broken and will begin to recover as described above.
Pyromancy can be combined with an Attract (Heat) spell, which reduces the targets effective resilience by 5% per 10 points of the Grimoire skill.
First Turn: Heat metal such that to touch causes blisters. 1 point of damage to all areas.
Second Turn: Ignite volatile fluids or fumes; Heat Exhaustion takes effect (-20% to all tasks); 1D2 points of damage to all areas.
Third Turn: Ignite combustible materials; Become seriously disorientated with Heat Prostration. -40% to all tasks. 1D3 points of damage to all areas.
Fourth Turn: Wood and other combustible materials burst into flame. Target falls unconscious; 1D4 points of damage to all areas.
Fifth Turn and thereafter: Victim suffers 1D6 points of damage to all areas.