I would like it if I could enchant a minion card with a sun spell, giving it more health with primordial for example, or changing the strength of blades and traps it uses with sharpen and potent.
I would like it if I could enchant a minion card with a sun spell, giving it more health with primordial for example, or changing the strength of blades and traps it uses with sharpen and potent.
I was thinking of enhancing the minion itself, not the spells it casts, but that would be cool.
I guess the title is self-explanatory. Post you ideas for Sun spells and opinions below.
What if there was a new sun trainer in the 2nd half of Khrysalis? It could teach 7 sun spells, each 1 benefitting 1 school.
Afterburn - Makes 1 D.o.T. spell last 5 rounds instead of 3 (It will do more damage, so if the spell would do 300 damage over time, it will do 500 with an Afterburn). Alert Defence - Makes 1 shield spell summon 2 shields (Fire shield would create 2 80% fire shields). Immense - Adds 325 damage to 1 spell. Puppetmaster - Add to a minion spell and be able to control what the minion does (You can choose what spell, and what target). Medic - Add 200 health to 1 healing spell (like Primordial, but stronger). Double or Nothing - Makes 1 drain spell heal all of the damage done by the spell (80% chance) or it will heal nothing (20% chance). Critical! - Makes 1 spell a definite critical (can still be blocked by 150 or more block).