Okay, I like the ideas and the spells but I find that DND spells that aren't useful, don't get used.
So, what if we borrowed from WoT d20 and said that instead of doing HP damage it did subdual damage instead? Then, what I would add is this, since there is now no chance of death for the mage.
The mage must say how much of the targets wounds they are going to take, either a quarter, half, three quarters or all. If they take so much that they are knocked out, so be it. If they go 10 subdual over their max hit points, perhaps they have to rest for 2-3 hours before they start regaining subdual at the normal rate.
During this time, any healing spell could help bring the mage back, as normal.
I think this is a nice compromise but I do use subdual damage a lot and it is effective in making PCs watch what they do. YMMV.
I liked the spells and the effects!
edg
"That's just my opinion. I could be wrong." Dennis Miller