Alright, I have come up with some New Ideas for the Astral, Lunar, and Solar Spells.
School: Star Accuracy of Spell: 100% # of Pips Required: 0 This particular aura spell increases the boost on your healing spells by 25%. It will be labled on you for 4 turns.
School: Lunar Accuracy of Spell: 100% # of Pips Required: 0 This spell will allow you to turn into a Minotaur. The Minotaur will be able to cast sprite, earthquake, minotaur, pierce, cleanse, and tower.
School: Solar Accuracy of Spell: 100% # of Pips Required: 0 This spell will enhance any specific healing card by 100 Health Points.
Alright, I have come up with some New Ideas for the Astral, Lunar, and Solar Spells.
School: Star Accuracy of Spell: 100% # of Pips Required: 0 This particular aura spell increases the boost on your healing spells by 25%. It will be labled on you for 4 turns.
School: Lunar Accuracy of Spell: 100% # of Pips Required: 0 This spell will allow you to turn into a Minotaur. The Minotaur will be able to cast sprite, earthquake, minotaur, pierce, cleanse, and tower.
School: Solar Accuracy of Spell: 100% # of Pips Required: 0 This spell will enhance any specific healing card by 100 Health Points.
I can also see where everybody else obtained the idea of Healing boosts for Astral Schools. Nice Outlook ( I also see you adapted my style of writing as well).
Alright, I have come up with some New Ideas for the Astral, Lunar, and Solar Spells.
School: Star Accuracy of Spell: 100% # of Pips Required: 0 This particular aura spell increases the boost on your healing spells and absorbs by 25%. It will be labled on you for 4 turns.
School: Solar Accuracy of Spell: 100% # of Pips Required: 0 This spell will enhance any healing card and absorbs(if rebirth or absorb spells) by 100 Health Points.
those 2 i like most but also look at my changes of The quote its what they do i added to so more rounded maybe even 2 other higher types say 30% and 40% and 200 and 300.