New Utility Spell Ideas: Ice

New Utility Spell Ideas: Ice

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. Do you feel the chill in the air? You should because we’re covering Ice school spells today. All cards created by LegendsoftheSpiral’s Card Creator!

Other parts of this series:

Death Spells Here
Fire Spells Here
Balance Spells Here
Life Spells Here
Storm Spells Here
Myth Spells Here

 

Ice Spells

Name: Deliquesce
Type: Manipulation/Heal
Accuracy: 100%
Cost: 2 pips

Description: Destroy 1-4 positive wards on self. Heal 210 per destroyed ward to target

Explanation: A heal spell has been a long requested feature for the Ice school and this gives it that option at a cost. In exchange for all their defense, the Ice school is granted a heal of varying power.

Acquired: Lvl 30

 

Name: Refract
Type: Manipulation
Accuracy: 100%
Cost: 5 pips

Description: All enemy damage spells will only hit the caster for 1 round

Explanation: A powerful spell that emphasizes Ice’s role as the Tank of the team. When this spell is cast, all damage spells will be redirected to the caster. AoE damage spells will ignore the rest of the team and only hit the Ice wizard(in effect becoming a single target hit for 1 round), Do note that utility cards and AoE utilities are unaffected by this spell. However, damage/utility spells(such as mana burn or glowbug squall) ARE affected by this spell.

Acquired: Lvl 60

 

Name: Frigid Blast
Type: Manipulation
Accuracy: 100%
Cost: 7 pips

Description: Increase the cost of all cards in opponent’s hand by 1 pip. The opponent cannot discard for 1 round.

Explanation: A spell that slows down the tempo and can ruin many a combo. The prevention of discard for one round means the opponent will have to pass or cast a spell that’s at least 1 pip.

Acquired: Lvl 90

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

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  • s

    really like these spells, all are balanced. questions though- for the 2 pip one, will it remove stun blocks? and will the spell heal the caster if there are no shields on at the time?

    • Eric Stormbringer

      Stun blocks are not removed and if no shields are removed it would be no heal

  • penrosecat1

    For deliquesce, would it consider elemental/spirit shield as 3 shields? Could lead to spamming of those tcs? It would take a turn, so maybe it’s fair.

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