Hi Mickey, well your son may be very pleased with what's coming out. I'm working on them now.

These are spells I used in over 50 games. The categories are: Ice Magic, Tectonic Magic, Ember Magic, Weedcraft, Waftcraft, Tempest Magic, Auric Magic & Chthonic Magic.
While you have Fire, Air, Water, Earth in HQ - and may recognize Ice, Tectonic, Ember and Tempest as equivalent - besides using the base root elemental there are major differences between them. These spells also invite the GM to look at creating dungeons in a whole new way - designed to test the Wizard/Elf's use of spells in unique fashions.
There are also optional checks and balances that I have suggested GM's/EW's may employ, to keep the game balanced so characters do not become over-powered if that is a concern.