Power Feint: Sacrifice 500 (or more) to put a 100% Trap on an enemy Bone Chilling Cold: Deal a frostbite to every enemy. / Self Destruct: deal 1,000 dmg to enemy or 10,000 to self (yes i am aware this is a / spell but this variant will be learned by the fire school) Spectral Blast: deal 462 dmg of or Reduce: make a sacrificial spell deal less self dmg
Chain Lightning: 4 pips, deal 10, 100, or 1000 to all targets. (Basically a multi-target Wild Bolt) Coalesce: Break all off-school blades on self or ally, and replace them with a non-school blade with percentage equal to the damage bonuses said blades would have given. (Essentially a way to get usage out of the extra blades generated by using a Spirit or Elemental blade on a non-Balance ally.) Harvest: Steal any Healing-Over-Time from an enemy Prune: Destroy any Healing-Over-Time from an enemy (reverse Triage, art should specify that this is like pruning leaves off a bush, not a dried plum)
Cauterize: Destroy all DoT effects on target, convert all remaining damage to health to self. (Kinda a neat way for Fire to heal outside of Link/Power Link. Speaking of which..)
Ultra Link: 80+540 & 75+450 over 3 rounds. (Here's that bigger Link you ordered!)
Overheat: Add 1 tick to DoT spell. (Reverse Cooldown. Could possibly be used as an enchant though )
Discharge: hit target for 250 dmg per blade used. (This is actually a multi hit, so 2 blades would be 250+250, not one hit for 500. Could be used as a substitute for a DoT spell. Would also be somewhat fair due to the setup time )
Clone: Summon yourself as a minion, which mimics your stats and spell deck. (Who needs to summon a minion when you ARE the minion? )
Subversion: Places a trap on self which swaps damage and healing for the next incoming damage/heal. (May sound OP, but it can be bypassed by multi-hits or overtime spells )
The spiritual blast has been a highly requested spell that sorcerers deserve to have amongst their arsenal. Not sure why it hasn't been implemented as yet.
A few more spells I thought up this morning- a range of Dispel spells that are based on the type of spell, rather than the school!
Countercharm: Dispel next outgoing Positive or Negative Charm spell. (A more-proactive version of Cleanse Charm and Disarm)
Counterward: Dispel next outgoing Positive or Negative Ward spell. (Ten guesses.)
Parry: Dispel next outgoing direct-Damage spell.
Lock: Dispel next outgoing Healing spell.
As well as a selection of spells that DOUBLE the spell cast- a reverse Dispel!
Rebalance: Double next outgoing Balance spell Overclock: Double next outgoing Storm spell Overgrow: Double next outgoing Life spell Explode: Double next outgoing Fire spell Discovery: Double next outgoing Myth spell Permafrost: Double next outgoing Ice spell (Can't think of a good name for this augh): Double next outgoing Death spell
1 Shadow pip & 4 pips Reflect: based on how many pips you have after casting reflect attacks back at foes with 25% less power for 3 turns does not reflect on cheat moves and most bosses.