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As for the footprint idea, I want to keep the mod limited to surface effects only so spells that don't involve surfaces I won't be implementing.
There are skills that create surfaces that follow the path of the projectile. These are called Zone skills in the engine (think Laser Ray), but they don't use actual Projectiles (Searing Daggers, for instance). It would likely be possible to script in a behavior that creates a surface underneath the path of Projecticle, but it wouldn't work with the same behavior as a Path skill. I want to keep the mod limited to skills that create surfaces only and are similar to the current Path skills.
No idea if NPCs 'detects' through smoke though, because in combat you can still see the target in smoke, but the target can't be easily hit.
The thorns idea sounds like Flaming Tongues, essentially. The self-destruct idea is similar: Put a status on a character that is replaced with a countdown/explode variant (Flaming Crescendo...) when they trigger a Flaming Tongues-esque effect.
Path Skills comes from the fact that the Path type skill was unused in the dev kit. Every skill made has to fit into 1 of nearly 20 different skill types, which all have some sort of engine-coded interaction that has to be utilized to make the skill work properly. I like your ideas but they are a bit beyond the scope of this mod and are more suited for a general additions/overhaul mod.
But you can 'throw' barrels, why not 'throw' characters?
For instance a passive skill that buffs a character with thorns, and if your character runs by a 'enemy' character the effect will trigger from a timer, or sensing the target is extremely close to you as you run by.
So in this case a 'self-destruct' skill usable by the player and enemies, where they activate it and after a set period of time they 'blow up' and cause a explosion, or at least a 'proximity' version so the explosive fuse does not start until it triggers when a enemy is next to said character.