May 19, 2018 December 9, 2018
New Utility Spell Ideas: Fire
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. We’re turning up the heat with the Fire school’s spells today. All cards created by LegendsoftheSpiral’s Card Creator!
Other parts of this series:
Death Spells Here Balance Spells Here Ice Spells Here Life Spells Here Storm Spells Here Myth Spells Here
Cost: 2 pips
Acquired: Lvl 30
Description: Your next outgoing DoT cannot be removed
Explanation: The fire school specializes in DoTs but had no way to protect them until now. Scintillate means that the DoT it affects cannot be removed by Triage or Shift. However, do note that it can be weakened via cooldown or detonated.
Cost: 4 pips
Acquired: Lvl 60
Description: Add 1 round to all teammates positive self-effects. Subtract 1 round from all enemies positive self-effects.
Explanation: A powerful spell that manipulates duration of self-effect spells. Self-effect spells include auras such as infallible, shadow spells such as shadow shrike, Heal over times on the team and even polymorphs. This spell extends those spells by 1 round and decreases your opponent’s by one round. Do note that said spells must be active at the time of cast for this spell to work.
Name: Eruption(*modified after feedback)
Cost: 6 pips
Acquired: Lvl 90
Description: Cast a random trained fire spell that costs 7-9 pips
Explanation: A seemingly simple spell that acts as a Simplify/Elucidate(or even more powerful) with a twist. It trades a cheaper cost for randomness and can be very powerful if you are lucky. It is balanced by the fact that the spell chosen is completely random and will be cast without any enhancement.
What do you think of these spell ideas? Let us know in the comments below!