Here are some more of my spell ideas. These are all Astral and Balance spells:
Lighten Charm Enchant 0 Pips Changes one negative charm into a positive charm that can be used on friends
Darken Charm Enchant 0 Pips Changes one positive charm into a negative charm that can be used on enemies
Lighten Ward Enchant 0 Pips Changes one negative ward into a positive ward that can be used on friends
Darken Ward Enchant 0 Pips Changes one positive ward into a negative ward that can be used on enemies
Torment Enchant 0 Pips Changes damage to Damage over Time (3 rounds) (Spells that already do Damage over Time obviously can't be enchanted with this)
Mirror Spell
6 Pips Uses the same spell that the target last cast.
Aura of Balance/Fire/Ice/Storm/Death/Myth/Life Aura 4 Pips Allows power pips to be used for the respective school (Aura of Balance allows power pips to be used with Balance spells, Aura of Fire allows power pips to be used with Fire spells, etc.) for 4 rounds, but you will not be able to use power pips for your own school. You can't train your own school's aura.
Strengthen Shield Enchant 0 Pips +10% to one positive ward
Enhance Weakness Enchant 0 Pips +10% to one negative charm
Mega Empowerment Aura 1 Pip Gain a Power Pip from Incoming spells ranked 6+
Here are some more of my spell ideas. These are all Astral and Balance spells:
Lighten Charm Enchant 0 Pips Changes one negative charm into a positive charm that can be used on friends
Darken Charm Enchant 0 Pips Changes one positive charm into a negative charm that can be used on enemies
Lighten Ward Enchant 0 Pips Changes one negative ward into a positive ward that can be used on friends
Darken Ward Enchant 0 Pips Changes one positive ward into a negative ward that can be used on enemies
Torment Enchant 0 Pips Changes damage to Damage over Time (3 rounds) (Spells that already do Damage over Time obviously can't be enchanted with this)
Mirror Spell
6 Pips Uses the same spell that the target last cast.
Aura of Balance/Fire/Ice/Storm/Death/Myth/Life Aura 4 Pips Allows power pips to be used for the respective school (Aura of Balance allows power pips to be used with Balance spells, Aura of Fire allows power pips to be used with Fire spells, etc.) for 4 rounds, but you will not be able to use power pips for your own school. You can't train your own school's aura.
Strengthen Shield Enchant 0 Pips +10% to one positive ward
Enhance Weakness Enchant 0 Pips +10% to one negative charm
Mega Empowerment Aura 1 Pip Gain a Power Pip from Incoming spells ranked 6+
this all sounds great but the universal blast how about it does one of those and each one does 850 and it shouldn't be that overkill like all of those unless it can be only used on a boss or it can be you can only get it as a treasure card and the only way to get it is in khrysalis.