I have been noticing for the past couple of weeks, that my Sacred Charge has been greyed out when trying to use it in combat.
I am a Pyromancer equipped with a Life Master Amulet. It has worked fabulously in the past but now it does not.
It's not an issue with the pips since, I have the amulet which allows me to use my pips for life spells.
If someone can look into this for me. It's one of my important spells that I use frequently and it's causing a damper when trying to tackle solo bosses or quests.
Eh, if the spell requires those new life pips to cast then you must have that many life pips first. As a death school main I noticed that some of my spells require death pips to cast. You need to set your deck to produce life pips if you want to cast a spell that specifically needs life pips. Btw, you can change what school pips you produce during battle, during that battle. You could have spells that need fire pips and spells that need life pips in the same deck. It would just be difficult to use.
I apologise, I didn't test anything before replying. Now that I have tested archmastery spells: sacred charge still costs 6 pips, however you aren't allowed to cast the spell unless you have a life school pip in your casting circle. Casting sacred charge will consume at least one life pip, and then 4 pips worth of other pips.
(4) = (6) but you must have a life pip before you are allowed to cast it. I don't think a life mastery amulet will allow you to count fire pips as if they were life pips, I didn't test mastery amulets though.