Just playing around and coming up with some ideas for 'double' spells
Myth name: Double Trap cost: 1 -2 pips effect: puts two 20-25% traps on the target reason: this would be another good buff for the myth spells like minotaur and orthrus
Life name: Second Wind cost: 1 -2 pips effect: puts two +25% to next life heal on target (dont stack with self) reason: this would make it easier for the healer to heal people faster
Death name: Double Trouble cost: X pips effect: take 50 death damage per pip used, to deal 75 - 100 death damage per pip to target
Fire name: Double Damage cost: 2 pips effect: adds one 100% fire trap to target and one 100% fire trap to self. reason: you shouldn't play with fire
Ice name: Double Defense cost: 1 - 2 pips effect: adds two 20 - 40% tower shields to target reason: ice school is suppose to have the best defense.
Storm name: Twister Sister cost: 1 -2 pips effect: deals 50 -75 storm damage, then another 50 -75 storm damage
Balance name: Both sides of the scale cost: X pips effect: deals X amount of balance damage per pip to target and self.
Like I said I was just being silly, but would love to hear what other people think of these
storm really gets killed here, not only are its traps useless in terms of damage dealth but at the 1 to 2 pip cost they also break its set down traps and uses its blades... storm is supposed to be the high damage school and all these do for storm is substantially weaken it while all the other schools become incredibly stronger, as such I'll have to give this post a FAIL