New Utility Spell Ideas: Storm

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. For our final installment of this series, we have the Storm school! 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 Life Spells Here Myth Spells Here

Storm Spells

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

Description: Change a storm attack spell from dealing Storm damage to dealing Moon damage. If it is a 7 pip or higher spell, also reduce the spell’s cost by 1 pip

Explanation: Storm’s biggest problem in the arena throughout the ages is that it has no way to deal with Storm shields. This spell makes strides towards solving this issue by changing Storm damage to Moon damage. This means that Storm specific shields would have no effect on this attack. However, this is balanced by the fact that it also cannot be buffed by Storm blades/bubbles and can be defended with universal debuffs. Finally, as this is an enhancement that will take the place of damage enhancements it gives the minor compensation of a 1 pip decrease in cost to 7 pip and higher spells.

Name: Wipeout
Type: Manipulation
Accuracy: 100%
Cost: 6 pips
Acquired: Lvl 60

Description: Remove all positive charms from the enemy team, Remove all negative charms from your team.

Explanation: The ultimate in charm removal spells that wipes out your enemy’s buffs while cleansing the entire team.

Name: Revenge Bolt
Type: Attack/Heal
Accuracy: 100%
Cost: 14 pips
Acquired: Lvl 90

Description: Deal 1000 storm damage to the enemy target and heal 500 to self. Reduce the spell cost by 1 for each hit taken this battle.

Explanation: A powerful spell that significantly helps storm’s late game potential. It initially costs a prohibitive amount of pips but gets cheaper the more hits the Storm wizard endures.

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

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