New Utility Spell Ideas: Life

As we fast approach the end of Empyrea, I believe it is high time we received some new utility spells. As such I have designed 3 new utility spells for each school. I imagine them being acquired at lvl 30, lvl 60 and lvl 90. Each spell follows one of three design principles: 1)Tool(s) a school is missing 2)Team assistive spell and 3)Individual spell. Spring is in the air and with it comes the Life school spell ideas! All cards created by LegendsoftheSpiral’s Card Creator!

Other parts of this series:

Death Spells Here Balance Spells Here Fire Spells Here Ice Spells Here Storm Spells Here Myth Spells Here

Life Spells

Name: Overgrow
Type: Enhancement
Accuracy: 100%
Cost: 0 pips
Acquired: Lvl 30

Description: -1 pip to the cost of a nonlife AoE and change the spell type and damage inflicted to Life

ExplanationThe Life school has been asking for an AoE for a long time to no avail. This spell flips the concept on its head. Instead of getting an AoE of their own, Life can utilize an off school AoE as their own. It does have built-in limits, Being an enhancement means the Life wizard must have said off school AoE trained. They also cannot enhance said spell with damage enchants and as a result receive a minor pip reduction as compensation.

Name: Sow and Reap
Type: Manipulation
Accuracy: 100%
Cost: 4 pips
Acquired: Lvl 60

Description: Increase the cost of all spells in your hand by one pip. Decrease all Teammates spells by one pip. Note that only one Sow and Reap can be in effect per the entire team’s round.

Explanation: A powerful team support spell that makes your spells more expensive but makes your teammate’s spells much cheaper. Do note only one Sow and Reap can be active per team per round.


Name: Ravenous Symbiote
Type: Attack/Manipulation
Accuracy: 100%
Cost: 6 pips
Acquired: Lvl 90

Description: 250 life damage times x and -20% damage times x to a single target. The max value of x is 3. X is equal to the number of heals used in the battle

Explanation: A powerful single target spell that powers up the longer the match lasts. Since the damage and effect is based on the number of heals the caster used in battle, the spell fully powers up in mid to late game. Once fully powered the spell deals 750 damage with a 60% weakness for 6 pips! A great deal.

What do you think of these spell ideas?
Let us know in the comments below!

Share your vote!

Do you like this post?
  • Fascinated
  • Happy
  • Sad
  • Angry
  • Bored
  • Afraid
Final Bastion