These are my ideas for spell effects rather than stuns, placing traps, blades, all that stuff. So lets cut to the chase shall we?
Pip block: Instead of destroying an amount of pips, this effect will prevent the gaining of pips for a certain amount of rounds.
Transmuting shield: What this does is when you are hit with a damaging spell and have the Transmuting shield on, the hit will be transmuted into a heal. Also to prevent exploitation, only one can be placed at a time, and the heal will be reduced proportionate to the damage.
Transmuting trap: This does the exact opposite relative to the shield, you cast on your foe, and when the enemy is being healed, the foe will instead receive a lower amount of damage than the heal received.
Drain Boost: This is only helpful for school, but a drain boost, either could be a trap or enchantment, or blade, but will increase the returning heal in drain spells.
Order revert: This would change the order of turns in a round.