Time magic. Includes a high end spell that can unravel time so that a recent event is undone. Unfortunately, each time that this is done, you have to roll a d20. If you roll the number of times that this event has previously been unravelled or less, the caster is wiped out of existence instead. So it can be used once, but each successive use gives you a 5% chance of being utterly annihilated instead.
Fire magic. Works by conjuring some elemental flame... this can be controlled by the mage's thoughts, but can only last mere moments once the spell expires. Elemental flame can be conjured inside an existing flame to take it over and control it for the duration.
Abjuration from the Furry Pirates game. This form of magic involves mystic circles and wards. It can be used to ward a small area, a building, etc. The ward can be a barrier that prevents whatever from crossing it (or just alerts the mage if it does) or it can forbid the presence of something, driving it out. This can actually cure diseases and such, but forcing out poisons and bacteria. Other spells can be included in an alert ward so that they are triggered if the alert goes off.