These are some of my ideas for auras (star school),
Brown aura Blade Boost: Blades caster during this aura, are enchanted by 10%. (4 rounds) (1 pip)
Bright Pink aura Medicine: 40% boost outgoing heal/40% incoming. (4 rounds) (0 pips) (If you use a heal spell on yourself, only one of the 40% will affect you.)
White aura Reflect: 1/10 damage is returned to the caster. (4 rounds) (1 pip) (This would not work with spells that you cast and damage you, Immolate, Sacrifice etc.)
Dark Purple aura Mercy: At 1/5 health you will began to be healed. (4 rounds) (3 pips)
Rainbowish aura Convert: Turns outgoing spell to opposite school. (4 rounds) (0 pips) (This would not work with heals, however, would work with Sacrifice's damage.)
Dark Blue aura Warrior: 12% attack boost 10%, resist boost, and 6% accuracy. (4 rounds) (1 pip)
Blood Red aura Berserker: 45% attack boost, -20% resist, and -40% accuracy. (5 rounds) (2 pips) (I had a bit of a time balancing this one.)
Sky Blue aura Agility: -25% attack boost, 22% resist, and 12% accuracy. (5 rounds) (1 pip) (Another time with this one... )
Yellow/orange shifting aura (vengeance color/conviction color changing) Strategy: 17% critical boost, 75 block rating, 50% chance of stun block. (4 rounds) (2 pips) (Offered by Diego of course :) . I would love this one to be somewhere around 60-70 level requirement.)
Purple-Blue aura Surge: Gain a power pip for every rank 5+ spells. (4 rounds) (1 pip) (I was thinking that 6+ would be better... what do you guys think?)
Dark Green aura Recover: 200 health per round. (4 rounds) (1 pip) (One pip, seriously?! Yep, there auras... they should be a bit more special then others... 8) . These aura ideas were intended for over a series of worlds.)
Silver aura (Hehe, I love this color) Barrier: -80% attack, 55% resist (4 rounds) (4 pips) (35% accuracy) (Why such high resist and minus attack? Because... it's a barrier... if enemies can't damage you well, you can't damage them well. This spell is meant for "retreat" kind of thing. The 35% accuracy prevents people from spamming this aura. OH! And this cannot be enchanted by accuracy improvements. )
Black aura (My favorite color :) ) Absorb: 1/10 damage of outgoing spell returns as heal. (4 rounds) (3 pips) (The black color would represent death, as death is the only school that can steal health.)
Alright well, I don't want to clutter more ideas . These are SOME of my ideas for auras. I know some of these aren't perfect. What changes would you guys make on them? Please do note: Lets say these spells would be released over a series of worlds. Oh and throw some ideas for auras too! I'd love to hear your guys ideas! :)
Dark Green aura Recover: 200 health per round. (4 rounds) (1 pip) (One pip, seriously?! Yep, there auras... they should be a bit more special then others... . These aura ideas were intended for over a series of worlds.)
I don't really go with this one but wouldn't that be just a regular Healing D.o.t? and that aura is a cheap 1pip healing D.o.t In my opinion.
Auras are suppose to be support. Recover would be support for health. The one pip cost, is the thing that makes it special, apart from all other heals, 800 heal for 1 pip.