@John: Snort. no worries, if you think that is negative try feedback on user acceptance testing from data analysts. I will joyously try and use anything you can throw my way. Hell take a crack at it. Worst thing that happens is we end up with multiple ice effects to use for different spells? As the engine matures, spells that do multi-tile effects that visualize randomized and different tiles instead of the old paint the same? In short
& good sir.
I like the Vines a lot; maybe we can sub that in for the effect at this spell level and come up with another spell / idea for the hands? I say;
1. Put the cool "Hands" tile on the back burner till we get something more on what is coming up to control movement.
2. Expand the "vines" out to fill more of the tile, a fat cross + shape rather than the current =
3. Add something in a subtle green lighting effect to the vines. Something swamp gas like?
4. Put that in for the Earth Level 2 effect. Let me think about Lore...
@ Murteas: I really like the sovereign traits as you implemented them, it allows for element specialized wizards from the get go. I think you should add the Sovereign traits as a chapter to the Grimoire. The numbers feel good, and I like the icons. Felt like a natural part of the game first time I made a sovereign. Betcha 5 karma something almost equivalent to these game effects is in the first expansion. Maybe write it up and post for a balance round?
Chapter Title Suggestion:"Birthstar Blessings"
I was also going to offer some code; how about I write a hack mod for testing that keeps the spells cheap and available to do art, effects, game play testing stuff with (plus hunt bears mercilessly). Murteas that way you just need to update the main mod and worry about overall balance; drop in the brace if you want to fire up an animation test, delete to sit back and play a game. I will try and keep the brace good for all the spells that have arty components people might want to work with.