Changing how Acceleration works would be a better thing to do, if you're looking for more mobility flexibility, damage and a similar effect to chainspell.

Something like: For the next 4 seconds, cast times are reduced by 3 seconds. Each Verthunder/VerAeros casts 100% proc VerThunder/Verstone respectively.

This creates:
1) A sort of RDM Version of Triple cast (but only 2 spells instead of one and only to be used on Verstone/VerFire/Jolt for movement in this sense.)
2) Allows you to hardcast your Verthunder/VerAero as the fodder for your dualcast instead of a jolt.
3) Increases the possible procs created from 1 to 2.
4) It just overall fits the name, much much better.

Said it before, but I think this is where we should go with it. Right now Acceleration is about a ~24 potency gain, when you factor in that 50% of the time the spell was gonna trigger its proc anyways. [Damage difference is 270(Stone)-250(Jolt II) + 3 mana = 20 + 3 mana. 20 + 3(9) = 47x .5 = 23.5.] Its real gain comes from being an opener stabilizer to fit your melee combo into your embolden correctly, while fitting 2 fleches under the same pot, but is still a very weak skill, either way.