Spells/skills:
Holy wings: Wings grow out of a person\'s back and it allows them to fly for a short period of time (maybe extended jump)
WallClimb: Allows a rogue or someone to climb walls for a period of time. This way they can escape from mobs that are roaming around.
Divine Hope: This summons a very weak, low hp pet who will agro anything attacking the caster. The whole point is to give the caster precious seconds to evade, but doesn\'t last long and the creature dies within 10 or 20 seconds no matter if it was hit or not.
Black Heart: Makes a mob that usually wouldn\'t agro on anyone go rabid for a set period of time. Downside is it instantly agros on the caster, but will stop attacking him as soon as some other person/creature gets closer (so the person runs by another creature/person and the mob latches on the new person/creature). This can be exploited, but is only for evil people anyways

Fish Gills: Physically transforms a person slightly into a fish. They gain gills, toes and hands web, face changes (eyes on side of head and get goggle vision). Effect: can breathe under water for a period.
Blend In: The caster transform self (maybe only in the eyes of the mob) into a mob (though keeps same powers and is just an illusion). Example: There is a cavern of Kobolds. They\'ll agro on anyone. The caster turns himself into a kobold and can go into the cavern without being attacked. If he attacks anyone or casts a spell the illussion breaks and is agroed.
Bloodlust: A warrior/etc. goes into a blind rage. They attack with increases to attack skill and str, but major damage to defense/dex/agil.
Windfall: Quick cast that moves a person/group several hundred yards away as a safety measure. Random movement and must be outdoors (seen in other games, but a good idea).
GoldLust: If cast on a mob the coin that the mob would drop increases, but the mob also gains hp or maybe is more agressive. (A trade off for more gold

).
Wolf Smell: Sort of like a tracking mech, but only works outdoors. (If they get to the point of goin\' into detail with wind...the mob has to be upwind (that is to say that the person can \"smell them\")). This increases the detectability of a mob. Lets say a person uses skill, a list of mobs within a certain radius are shown and what direction.
Diplomacy: With semi-intelligent beings. This allows a person casting the spell to bribe a mob (depending on their level or skill determines not only how much, but how effective). If successful it will take gold from the caster, but will lower the agro of the mob (as long as it hasn\'t been attacked (it is okay if it is attacking the group and no one has harmed it)).
Echo: This spell will confuse a mob by makin\' it see two of a person. One in front of it, for example, and another behind it. There is a fifty-fifty chance it\'ll attack the illusion (which will disappear after contact). This will allow the caster time to run.
(Why so much about casters running?...lets face it...seconds matter in all games and havin\' 3 seconds to get a head start on a mob can mean life or death without giving a huge advantage to the caster).