These are my ideas for astral spells for levels 100-120. Their purpose is to strengthen polymorphs by using enchantments to customize different stats and add balance to the game. They're also used to add more purpose to using older polymorphs. Sure, each polymorph has a few spells other polymorphs have but using the ones from Celestia in places like Azteca? You'd be killed before you even have a round with your polymorph. Sun School Spells (all sun school spells are meant to be enchantments that can be used on polymorph spells) Resistance Upgrade I: +15% resistance Resistance Upgrade II: +30% resistance Critical Upgrade I: +100 Critical Rating Critical Upgrade II: +200 Critical Rating Critical Block Upgrade: +150 Critical Block Rating Health Upgrade I: 10% more health Health Upgrade II: 20% more health Power Pip Upgrade I: +20% power pip chance Power Pip Upgrade II: +40% power pip chance Damage Upgrade: +20% damage Healing Boost Upgrade: +20% to outgoing and incoming heals Combos (or instead of having combos make it so multiple enchantments can be used on a single spell) Heavy Hitter Upgrade: +20% damage, +200 critical rating Life Upgrade: 20% more health, +20% to outgoing and incoming heals Tank Upgrade: +15% resistance, +20% more health, +150 critical block rating Moon School Spells Turn the Tides: Makes your team have the first turn in a duel, but gives the opposing team an extra pip
I think this'd be a great way to buff polymorphs and to give purpose to the old polymorphs.I just really like the idea of having a balance wizard that has every single polymorph, but for now only the 3 trained in Azteca are of any help whatsoever