Yay! Another spell idea thread! Please leave your thoughts and opinions! Obtained by: School Specific quest.
Global Spells: Inferno - 2 pips, Damage over Time and Healing over Time last double the normal rounds. Frostbitten - 2 pips, stuns no longer leave shields automatically while this global is in play. You can still place your own stun shields. * Overcharge (Version 1) - 2 pips, dealing damage to an opponent gives you 1 pip. (Power pip left to chance) * Overcharge (Version 2) - 2 pips, spells cost 2 pips less to cast. Natural Law - 2 pips, Prevents the enchantment of cards during battle. Enchanted cards no longer work and revert to the base spell. Inverted Reality - 2 pips, Critical Block and Critical Ratings are switched. Righteous Fantasy - 2 pips, all attacks can hit twice, with the second hit's damage halved. Spells that already hit twice (Ex. Minotaur, Orthrus) are unaffected. Complete Equality - 2 pips, blades will activate no matter what the blade type is and what the spell type is. Shields and traps work the same. *I have two versions because I couldn't decide which one was better, so I put both.
Enchants: Dazzle - 0 pip, enchants an attack. Adds "Stun for one round" to spell. Shine - 0 pip, enchants an attack. Adds "gives -30% accuracy" to spell. Exploit Weakness - 0 pip, enchants an attack. Adds "gives -15% attack" to spell. Foul Gift - 0 pip, enchants an attack. Adds "Gives +20% attack" to spell. Blunt - 0 pip, enchant an attack. Adds "Gives -10% pierce" to spell. Guiding Spirit - 0 pip, enchants a heal. Adds "Gives Absorb 100 damage" to spell. Thief - 0 pip, enchants an attack. Adds "Steal 2 pips from target" to spell.