Life: Remedy 100% accuracy 3pips - Removes all DoTs from Friends
Death: Evil Crossing 100% accuracy 0 pips - Changes next death spell to moon spell. (The main focus for this, is so that Empower, Dark Pact, or Sacrifice do not use up death blades.) Would be even better if it was for just these spells, but I don't know how that could or would be incorperated.
Myth: Alleviate 80% accuracy 2 pips - Removes all negative wards from self.
All of these are good.
Balance: Fluctuate 100% accuracy 2 pips - Charm that makes next spell do opposite damage effects. IE: Hydra will do Death, Life, and Myth Damage. Chimera will do Fire, Ice, and Storm Damage. Spectral Blast will do opposite of what it would have done, if Storm/Myth, if Fire/Life, if Ice/Death.
I think that it should be more like: Hydra will hit Ice, Fire, and Myth damage, and Chimera would hit Storm, Death, and Life damage. No, no, I like how you can choose which you strike with! It's completely fine.
Star spells:
Intensify 100% Accuracy 0 pips - Gives 1 powerpip for spells rank 4 and above for 4 rounds.
Empowerment (Revised) 100% Accuracy 0 pips - Gives 1 pip for any spell for 4 rounds.
Fuse 100% Accuracy 0 pips - Protects all wards and charms for 4 rounds.
These are good, but there should also be Sun spells such as: Forgery- +5% blade effect. Guard- +5% shield effect.
And then also some other spells to increase heal effects and armor (Spirit Armor is an example) effects.
Myth: Alleviate 80% accuracy 2 pips - Removes all negative wards from self
These spells are all updates. They're useful, but there's nothing particularly "new" about them.
Life: Remedy 100% accuracy 3pips - Removes all DoTs from Friends
I barely get use out of Triage. This is gonna be one of those one use wonders: you work hard to get the spell, put it in your deck, and when you realize you've only used it once or twice you take it out.
Death: Evil Crossing 100% accuracy 0 pips - Changes next death spell to moon spell. (The main focus for this, is so that Empower, Dark Pact, or Sacrifice do not use up death blades.) Would be even better if it was for just these spells, but I don't know how that could or would be incorperated.
I like the idea, but not the name.
Balance: Fluctuate 100% accuracy 2 pips - Charm that makes next spell do opposite damage effects. IE: Hydra will do Death, Life, and Myth Damage. Chimera will do Fire, Ice, and Storm Damage. Spectral Blast will do opposite of what it would have done, if Storm/Myth, if Fire/Life, if Ice/Death.
So it's a global prism charm?
Star spells:
Intensify 100% Accuracy 0 pips - Gives 1 powerpip for spells rank 4 and above for 4 rounds.
Empowerment (Revised) 100% Accuracy 0 pips - Gives 1 pip for any spell for 4 rounds.
I like these.
Fuse 100% Accuracy 0 pips - Protects all wards and charms for 4 rounds.
Well, did not make it to test realm, but maybe a future utility spell? Ice: Stone Cold Thief 80% accuracy 5 pips - Steal all enemy wards
Also did not make it to test. Storm: Annihilation 80% accuracy 3 pips - Disarms enemy completely
Yes, made it to test, although, they changed the name. Life: Remedy 100% accuracy 3pips - Removes all DoTs from Friends
Yes, another one to make it to test, with a name change. Death: Evil Crossing 100% accuracy 0 pips - Changes next death spell to moon spell. (The main focus for this, is so that Empower, Dark Pact, or Sacrifice do not use up death blades.) Would be even better if it was for just these spells, but I don't know how that could or would be incorperated.
Oh well, maybe eventually, or maybe KI will actually make these health steal spells moon damage for Death, oh well, would be nice, but don't hold your breath.
Myth: Alleviate 80% accuracy 2 pips - Removes all negative wards from self.
Another close one, but they went with stealing minions stuff. Balance: Fluctuate 100% accuracy 2 pips - Charm that makes next spell do opposite damage effects. IE: Hydra will do Death, Life, and Myth Damage. Chimera will do Fire, Ice, and Storm Damage. Spectral Blast will do opposite of what it would have done, if Storm/Myth, if Fire/Life, if Ice/Death.
Well, mass prisms made it to the game, so that is a bonus! Star spells:
Intensify 100% Accuracy 0 pips - Gives 1 powerpip for spells rank 4 and above for 4 rounds.
Empowerment (Revised) 100% Accuracy 0 pips - Gives 1 pip for any spell for 4 rounds.
Fuse 100% Accuracy 0 pips - Protects all wards and charms for 4 rounds.
Just a few possilbe options, any thoughts or opinions on these?
I have not seen any new astral spells, but maybe sometime in the future.