I'll start with these. I'll edit and add more as time permits.
Combat SpellsBoom (Indirect, Elemental)Type: P * Range: LOS * Damage: P * Duration: I * DV: (F/2)+3
Shockwave (Indirect, Elemental, Area)Type: P * Range: LOS (A) * Damage: P * Duration: I * DV: (F/2)+5
These spells create a powerful blast of wind that pummels the target with nearly hurricane force winds (see Blast elemental effect, Street Magic p. 164). Victims resist Physical damage, using half Impact armor. The winds are also extremely strong - add the spell's Force to the damage inflicted to determine knockdown. These spells can also break glass, stir up debris, and knock over small objects, at the GM's discretion.
Boom is a single-target spell, while Shockwave is an area spell.
Frost (Indirect, Elemental)Type: P * Range: LOS * Damage: P * Duration: I * DV: (F/2)+3
Blizzard (Indirect, Elemental, Area)Type: P * Range: LOS (A) * Damage: P * Duration: I * DV: (F/2)+5
These spells create a blast of intense cold, covering the target with a slick coating of frozen water (see the Ice elemental effect Street Magic, p. 164). These spells inflict Cold damage (p. 154, SR4). Objects and terrain in the affected area will be encrusted with ice. Anyone trying to cross an icy surface may need to succeed in an Agility + Reaction Test to avoid slipping (with a threshold equal to the attack’s net hits); vehicles must make a Crash Test (p. 159, SR4). Depending on the local temperature, ice may melt quickly.
Frost is a single-target spell, while Blizzard is an area spell.
Laser (Indirect, Elemental)Type: P * Range: LOS * Damage: P * Duration: I * DV: (F/2)+3
Nova (Indirect, Elemental, Area)Type: P * Range: LOS (A) * Damage: P * Duration: I * DV: (F/2)+5
These spells burn their targets with a burst of searing light, mush like a conventional laser (see the Light elemental effect Street Magic, p. 164). Damage inflicted is physical, resisted with half Impact armor (rounded up). The brightness of the Light effect will cause any targets to suffer a Glare modifier for one Combat Turn after the attack, unless they are equipped with flare compensation. As a secondary effect, Light damage may cause some highly flammable materials (like gasoline) to catch fire.
Laser is a single-target spell, while Nova is an area spell.
Frag (Indirect, Elemental)Type: P * Range: LOS * Damage: P * Duration: I * DV: (F/2)+3
Shred (Indirect, Elemental, Area)Type: P * Range: LOS (A) * Damage: P * Duration: I * DV: (F/2)+5
These spells call into being a spray of small metallic (iron) fragments, much like shrapnel (see the Metal elemental effect Street Magic, p. 164). This attack is similar to flechette ammunition: increase the DV by +2, but add a +5 AP penalty. Damage is resisted with Impact armor. As a secondary effect, Metal damage may shred some easily cut materials like cheap fabric.
Frag is a single-target spell, while Shred is an area spell.
Dust Devil (Indirect, Elemental)Type: P * Range: LOS * Damage: P * Duration: I * DV: (F/2)+3
Sandstorm (Indirect, Elemental, Area)Type: P * Range: LOS (A) * Damage: P * Duration: I * DV: (F/2)+5
These spells strike their targets with a scouring blast of sand, much like a miniature sandstorm. The damage inflicted is Physical, resisted with half Impact (see the Sand elemental effect Street Magic, p. 165). The secondary effect of these spells is that the sans can jam and damage machinery or weapons that are not environmentally sealed or treated to resist desert conditions.
Dust Devil is a single-target spell, while Sandstorm is an area spell.
Steam (Indirect, Elemental)Type: P * Range: LOS * Damage: P * Duration: I * DV: (F/2)+3
Smoke Cloud (Indirect, Elemental, Area)Type: P * Range: LOS (A) * Damage: P * Duration: I * DV: (F/2)+5
These combat spells engulf the caster's target in thick, burning, choking fumes. The victim resists Stun as if from an inhalation vector toxin attack (see p. 244, SR4). Armor does not protect against this attack, but other protective gear might (see the Toxin Protection table, p. 245, SR4). Smoke also limits vision, inflicting the Heavy
Smoke visibility modifier against the target for one full Combat Turn.
Steam is a single-target spell, while Smoke Cloud is an area spell.
Screech (Indirect, Elemental)Type: P * Range: LOS * Damage: P * Duration: I * DV: (F/2)+3
Soundwave (Indirect, Elemental, Area)Type: P * Range: LOS (A) * Damage: P * Duration: I * DV: (F/2)+5
These spells strike the caster's target with a wave of unbelievably loud noise and gut-churning vibrations. Sound damage is treated as Stun damage. Armor has no effect, but sound dampers and spells like Silence and Hush add their rating/hits to the defender’s dice pool (effectively acting like sound armor). If the target suffers more damage boxes than his Willpower, he suffers the effects of nausea (p. 245, SR4) and is deafened for 10 minutes.
Screech is a single-target spell, while Soundwave is an area spell.
Hose (Indirect, Elemental)Type: P * Range: LOS * Damage: P * Duration: I * DV: (F/2)+3
Tsunami (Indirect, Elemental, Area)Type: P * Range: LOS (A) * Damage: P * Duration: I * DV: (F/2)+5
These spells douse their targets with a high pressure blast of water, like from a firehose. Water damage is treated as Physical damage and is resisted with half Impact armor (rounded up). Characters struck with a Water damage attack are more likely to be knocked down — add the Force to the damage inflicted when comparing to the defender’s Body (see Knockdown, p. 151, SR4). Water damage makes the target/area wet and may put out small fires (reduce the Fire DV by the attack’s DV) as well as short out sensitive/unwaterproofed electronics.
Hose is a single-target spell, while Tsunami is an area spell.
OP: added Boom, Shockwave, Frost, Blizzard
EDIT #1: added Laser, Nova, Frag, Shred
Final EDIT: added Dust Devil, Sanstorm, Steam, Smoke Cloud, Screech, Soundwave, Hose, and Tsunami