So I had an idea to use shadow pips to cast four round auras that would give a big advantage but also a big disadvantage for each school. These spells would be learned through a quest and would only be for the specific schools i.e. no training point purchase. Each would cost 1 shadow and two regular pips. These would be non-PVP spells. Here are my ideas for each school:
Dark Embrace Add 50% drain to all spells (existing drain spells would be boosted an additional 50% while active) but increases incoming damage by 25%.
Tower Of Frost Reduce incoming and outgoing damage by 30% and increase crit block by 20%.
Order The Stars Increase crit, outgoing damage and power pip chance by 20% but decrease incoming heal, crit block and (random school) resist by 20%.
Eternal Blaze Critical strikes from outgoing fire spells will give three pips and a fire blade on the wizard but all fire spells have their pip cost increased by 1.
Eternal Wisdom Give 40% pierce to all spells and 10% power pip chance but all positive wards will be auto-cleansed.
Natures Bounty 25% chance life spells will refund their pip cost but all outgoing damage and healing is reduced by 40%.
Titan Surge Give 50% accuracy and 25% power pip chance but caster takes 10% of all damage they deal.
This looks great and all, but at least in my opinion, it needs some balancing out (i apologize if this upsets you, their really good ideas, just need some balance that's all)
is good
maybe add -25% to attacks as well (outgoing) since 30 defense and 20 crit is actually really good
possibly increase the "decrease" from 20 -> 30%
sounds more up storms ally, since their all about damage, but then again, if you can get max critical with fire, (plus the 1/2 pip you get next turn) you can have infinite meteors or phoenix, id recommend 2 pips only, no blade i would change this to: "critical damage spells add a BONUS 15% damage(cant critical this part) over time for 3 rounds, regardless if the original was blocked or not"
my myth normally has 33 pierce, add this and now i'm 73? what i would need to balance that out would be a -30% damage reduction at the minimum, cleansing all wards isn't really that great because most wizards don't spam the same traps, they differ for those 1 shots
refunding pips has always been iffy in my opinion, instead id recommend the "azteca" aura except its a damage one 30% damage boost, 5% power pip chance, 5% shadow pip chance, 15% incoming damage
since just Malistaire's cloak alone gives 25% accuracy, accuracy really isnt a problem for storms anymore, id look more into the damage base of this try "30% damage boost, 10% crit chance boost, 10% pip chance, 20% incoming damage
also since i was thinking of these ideas, i thought of a new astral spell "deflection" 15% of all damage received is also reflected to the caster (pretty much a different version of fortify, except this doesn't give damage REDUCTION, it transfers 15% of the total damage back)