Actually I've seen a good number of spells such as you are advocating being discussed and methods to implement them found, plus other variations that you haven't mentioned, and I have several myself in my current project. I think things are moving on, but as yet there are probably only a few completed games where these are showcased. So you may find yourself pleasantly surprised in a while.Personally, the main gripe that I have with jRPGs is how bland the spell selection tends to be. This even happens within the RPG Maker community as well. Most spells just tend to be attack, fire spell, heal, ice spell, debuff, thunder spell, stronger attack, stronger fire spell, and rinse and repeat. I mean, how about adding a spell that does more damage the more defense the enemy has? Or how about a spell that will do massive damage while giving debuffs to the user? There's pretty much no creativity in making several skills and thus we end up with over nine thousand games that suffer from Vivi's Spellbook Principle.