Life: Double Edged Blade (0 pip): +20% to the next or spell (this blade is weaker then the others; only providing a 20% boost, but also being able to be used for healing or damage, giving life a much needed utility other then healing)
Myth: Transform (1 pip): Turn 1 negative charm into a positive charm (50% in PVP) (for example, a -30 weakness turns into a +30 balance blade, this effect is cut in half in pvp for balance)
Ice: Northern Lights (3 pips) Shatter all shields on yourself (the caster) heal back +250 per shield (potentially very powerful heal that is also potentially risky)
Storm: Typhoon Blade (2 pips): +8% blade to the next spell, add +8% every turn (cap at 64%) (this blade starts off weak with a small boost, but every turn it isn't used, it grows by 8%, round 2 it will be 16%, 3 will be 24%, etc up to round 8 where it'll max at 64%)