"Kraken Minion" School:Storm Pips: 6 Descript: Using the power of Lumina Crystals a Kraken appears Effect: All Storm spells except Storm Lord, and others like Storm Elf, has 1000HP
"Enraged Dryad" School: Life Pips: X Descript: For a Dryad, this one has anger issues Effect: Does 90 life damage per pip
"Wraith Of The Field Guard" School: Death Pips: 5 Descript: Pumpkin's Can be fearful especially this one Effect: Drain 300 health to all enemies
"Magma Boil" School: Fire Pips: 6 Descript: A huge magma pillars shoots up and burns the oppenent Effect: 225 and 350 fire damage over time to one oppenent, Causes 150 fire damage over time to all other enemies. But removes all shields and blades from you but your friends get to keep them
"Crusting Elements" School: Balance Pips: 6 Descript: An Earthquake appears full of the Elements Effects: 150 fire, storm, and ice to all enemies
"Icey Pond" School: Ice Pips: 4 Descript: Water rains down and then freezes into a pond Effects: All attacks except ice attacks will attack a random target
"Kraken Minion" School:Storm Pips: 6 Descript: Using the power of Lumina Crystals a Kraken appears Effect: All Storm spells except Storm Lord, and others like Storm Elf, has 1000HP
"Enraged Dryad" School: Life Pips: 5 Descript: For a Dryad, this one has anger issues Effect: Does 470-525 Life Damage
"Wide Spread Hex" School: Death Pips: 1 Descript: A huge trap appears to increase damage to the enemies Effect: Puts a 25% Hex on all Oppenets
"Magma Boil" School: Fire Pips: 6 Descript: A huge magma pillars shoots up and burns the oppenent Effect: 225 and 350 fire damage over time to one oppenent, Causes 100 fire damage to everyone (friends and enemies)
"Crusting Elements" School: Balance Pips: 6 Descript: An Earthquake appears full of the Elements Effects: 150 fire, storm, and ice to all enemies, and 99 balance damage over time to all enemies
"Icey Pond" School: Ice Pips: 4 Descript: Water rains down and then freezes into a pond Effects: All attacks except ice attacks will attack a random target
I like the other ideas, but I really hate the one for death. It has to learn an attack spell this time. It learns support spells all the way to lvl 48.
"Enraged Dryad" School: Life Pips: 5 Descript: For a Dryad, this one has anger issues Effect: Does 470-525 Life Damage
First of all, the spell for life, "Enraged Dryad", sounds interesting, but its damage is less than Centaur. I think it would be quite pointless to earn this spell.
"Crusting Elements" School: Balance Pips: 6 Descript: An Earthquake appears full of the Elements Effects: 150 fire, storm, and ice to all enemies, and 99 balance damage over time to all enemies
This is okay, but I was thinking it may be a little too powerful. First of all, I don't think there is any spell so far that does balance damage over time. I was thinking you could switch it a little... perhaps the initial attack only hits about 100 damage in balance, but then it adds 3 DoT's to all enemies. Each of them hit 50 damage over 3 turns, making each of them 150 the entire time. Then again, this may be overpowerful. But like I said, there is no balance damage over time spell.
"Magma Boil" School: Fire Pips: 6 Descript: A huge magma pillars shoots up and burns the oppenent Effect: 225 and 350 fire damage over time to one oppenent, Causes 100 fire damage to everyone (friends and enemies)
Okay, so sounds good... except for the 100 fire damage to friends. I don't think that would be very fair, especially for 6 pips. I mean, you could kill your own ally! Let's say I'm fire. I save up 3 power pips and use this spell when my friend has 570 health left. So I use it, but the other team goes first. The first attacks my friend with, let's say, an Ice Wyvern. The bad part is, he has an IceBlade. Ice Wyvern hits a little above 300, and 300 plus 40% is 420 damage. So now my friend only has 150 damage. Still, 100 isn't going to kill him... but then the next opponent puts a Feint on my friend. My attack now hits 170. I just defeated my friend.
Bottom line is that it should only be to the enemy, not to friends.
"Wide Spread Hex" School: Death Pips: 1 Descript: A huge trap appears to increase damage to the enemies Effect: Puts a 25% Hex on all Oppenets
Like the person above stated, this isn't fair. To be such a high level and only get a 1 pip spell is unfair compared to the amazing attacks other schools get. Either give them a hitting spell, or increase pip usage and amount of damage for each Hex. I'd say it should be about 40% to all for 3 pips.
I love all the others though. I think they were creative. I especially liked the ice one.
By the way, spells do not have descriptions. What you put for "Effect" would more likely be what they would say on them.