The sacred spells are a complete joke. I suspected that the school was good, but not to this extent. As a result, the update is coming out very quickly. I've already looked at the curse school, and it won't be as easy.
Spells
Pact of the White
- Minor
- It's great that most of the pacts have effects on the pieces. I like that.
Conjuration
- Major
- Simplifying the spells is a priority. The game is already complex to get into, so let's avoid unnecessary walls of text. Conjuration remains unchanged at its core. It's easier to charge now, but it costs more.
Hammerang
- Minor
- I just added the possibility to have holy tiles.
Lay on hands
- Minor
- Normally, I don't like nerfs, but this time, enough is enough. Removing sacred from pieces is incredibly powerful.
Minor heal
- Medium
- The idea of consuming energy to increase the bonuses is good, but its implementation is not great. The spell already costs quite a lot. I varied the bonuses in the hope that when upgraded, it becomes more appealing.
Sacred nova
- Minor
- I don't really like this spell. I find it "soulless." Unfortunately, I haven't had any magical ideas for it. I hope to be touched by inspiration one day soon.
Regeneration
- Minor
- One thing that everyone noticed is that it's extremely difficult to keep the knights alive. So, I removed the constraint on the knight (which turned it into a very powerful spell for summoning).
Aura of Celerity
- Minor
- I'll quickly come back to this spell because it's still a spell that costs 3/10 (powerful, therefore). And I find it a bit weak compared to the others. So, I've changed the effect of the Queen.
I don't know about what to do with the Holy Fire. Perhaps it could become a passive spellor simply be improved. For now, my attempts at finding a solution have been unsuccessful.
Cathedral level is fixed.
Enjoy!