The third and final school of the Primordial Trio is the School of Entropy. Entropy deals with randomness, chaos, and everything returning to equilibrium or a natural state. Entropy is strong against Space, but weak against Time.
Here are 8 examples of spells, and then some Monster Only spells after.
-New!- Field Spells: Field spells are similar in the fact that they affect everyone, however, their effects are instantaneous or act like an aura. A Global can be active at the same time as a Field.
Entropic Sphere 4 pips Field Turn order is random for the next 3 rounds.
Blade Scramble 2 pips Single Target Scrambles the values of the target's blades between the range of 10% to 45%
Shield Scramble 2 pips Single Target Scrambles the values of the target's shields between the range of 15% to 70%
Pip Scatter 4 pips Field Takes everyone's pips, both friendly and enemy, and evenly distributes all the pips between everyone. This does not split power pips in half and the spell will distribute pips and power pips separately.
Splitter 4 pips Field Adds up everyone's health in the battle and evenly distributes it between everyone.
Entropic Blade 2 pips Single Target Takes all unused blades on your wizard and multiplies their values by 100 (since they are percentages, they are probably 0.35 in the actual code, multiplied by 100 makes it 35 damage.) then adds up all the values and turns it into a single attack. Only works if you have unused blades. Blades are used in the process. This attack's damage can only be increased by universal traps, due to its nature. Charms like Guiding Light and Infection are not activated. Attempting to use this attack without any charms will naturally result in a 0 damage hit.
Entropic Shield 2 pips Single Target (Ally) Activates your own shield and multiplies the values of the wards by 100. Heals target for the combined amount. (The actualy value of the wards are probably something like 0.5, in the actual code. Multiplied by 100 makes the heal 50)
Chaotic Bastion 0 pips Self Only Gives yourself three "Ghost Wards." Upon being target with a spell, the Ghost Ward turns into a -35% ward of the school you were last targeted with. Every time a new ward manifests, one of your own pips is used.
Monster Only Spells: Entropic Strike 2 pips Single Target Deals random damage (100-1000) from a random school. Natural Attack X pips Single Target Deals 135 Entropy Damage per pip.