1. I'm not sure which levels these should be for. 2. Give me your constructive critique! I want to know what you think i.e if they are to overpowered, there's a spell already like it, etc.
Note: My highest level is only 21 so I'm don't know many of the higher rank spells
Storm: Hurricane- Plus 35% stormblade to all teamates, 2 pips
The spell is useless unless you have a team full of diviners. We already has supercharge, storm blade, and elmn. blade. They don't need anymore.
Fire: Blaze- Puts a negative charm (-accuracy or -damage) of either 20%, 30%, or 40% on a single enemy, 3 pips
Way too UP and isn't helpful at all. We already have smokescreen (-40 to all enemies. One pip.) and can just use 3 training points of balance to get weakness. We also have efreet (895 dmg and -90 weakness on enemy).
Ice: Winter Winds- Gives a -50% shield on self (or teamate) and a 20% shield on single enemy, 0 pips
No one would use it. Ice has tower shield which does the same thing, without the shield on the enemy.
Death: Rise of the Dead- Recover one positive charm or ward that was destroyed or used within 5 rounds, 2 pips
The spell is alright, but if it's two pips it should recover one positive charm and ward.
Myth: Mystery- 3 random wards are placed upon self from any school of magic, 1 pip
I don't see the point of the spell, when Elem. and Spirit blade already exist.
Life: Canopy- Absorb 50% damage ward put on all teamates, 4 pips
Not too OP or UP. It's actually pretty good.
Balance: Dust Devil- 1 weakness and 1 black mantle to all enemies, 3 pips
Too UP, for 3 pips. I doubt it'd be used every often so it should be lowered to 1-2 pips.
*UP stands for underpowered and OP stands for overpowered.*
See you in the Spiral! Heather Shadowthorn, proud Diviner