So for starters: I apologize for upsetting or making you all take out your NO-stamps and beating me to death with them.
I have long been mumbling about spell changes and I got told to come up with some ideas for it then so I grabbed the strongest spellcaster I know @Kwesi and went through the list.
Some, if not most will seem unreasonable but remember this is only how we imagined the spells would work on the server and how we would balance them from our perspective.
Also this is most likely not entirely Kwesi's perspective since I wrote it - lol.
Duo Flares - A vertical flare with simple firework.
As of right now Duo Flares are as useless as farting in the wind. If they were put at a 10s cast delay and were a low-particle vertical flare with a simple, colored firework-ball in the top, they would serve as beacons in much the same way as the Flares were in the Books/movies.
Rictusempra - Cap at 30s effect
Currently this seems like is has no upper effect-cap at all with people reaching times of up to 15m.
As this is described as a short tickleling which cripples the opponent we would suggest it is capped at around 30s of effect.
+ Titillando - Tickeling Hex - Cap at 60s effect - no rebouncing.
The Tickeling hex is a part of the Harry Potter Trading Game. it would be a suitable "Higher tier" tickle spell which would do about the same as rictusempra yet have no "rebounce" from blocks and have a higher cap. This we would set to 60s.
Bombarda - Cap damage at 6dmg(3 hearts)
The spell does blow the door open in the movies but we think that for a Tier 3 spell it is far too powerful. We would suggest it lowered to 3 hearts of damage.
+ Bombarda Maxima - Cap damage at 12dmg(6 hearts)
The more powerful version of the spell - it seems as if it would fit well with the current damage profile for bombarda. Suggested tier would be around 6-7
Confringo - Buff up a bit again
Since a lot of new spells has been added and the mobs has gotten a lot of health, the once strong Tier 8 Confringo is like farting in the wind. you can't damage anyone or anything with it.
We would like it buffed up to a point where it would do around 6 Hearts at cap and give a few fire ticks after - it is after all the Blasting Curse and most likely the strongest of the 3.
Sectumsempra - Rework damage mechanics.
Sectumsempra is a semi strong spell and with a lot of practice it can be deadly. However we would like it changed a bit:
When first hit the victim starts bleeding slowly and as the spell effect continues(if the casters level is strong enough) the "Cuts" get deeper and deeper, resulting in more and more damage taken from each hit. It should be fatal if not treated within 30s and while Episkey might be a good idea at first, soon the damage would be to quick to heal.
Vicis Vulpes - Damage indication and a damage cap at 8dmg (4 Hearts)
Vicis vulpes is a nice little tier 5 spell, which damages the enemy while healing the caster a bit. The only issue with it is that if the caster is skilled the spell does insane damage (Kwesi does 10 hearts in 1 hit) and is instantly fatal. Instantly fatal spells should be avoided and we would much more prefer spells working like Sectumsempra or 2-3 hit-to-kill spells in terms of duels. We would like the damage cap at 8dmg (4 Hearts) as it also heals the caster.
Impedimenta - Cap as 30s
Impedimenta is an impairment jinx, lasting only 10 seconds when consulting the Wikia.
We think there is something right about that, but it should be capped at 30s to have any form of impact in a duel.
Stupefy - Cap at 2-3 minutes max
Stupefy is a great spell and all but way too many people have it at a point where you are slowed for 15+ minutes. (and some have infinite effects)
We would suggest it capped at a reasonable long but still "short term" effect so it is far superior in a duel yet doesn't extend into hours of sprint jumping and cussing.
Obscuro - Same as Impedimenta. Cap at 30s
Obscuro is a tier 2 spell and the only useful tier 2 for duels.
It was used to "conjure" a blindfold over a persons eyes in a painting they were hiding in in the Books.
+ Rennervate - Counterspell to stupefy/impedimenta
Yea, well counterspell to both of those. Since Counters are generally the tier of the spell or 1 higher we would suggest tier 5-6.
Episkey - Cap healing at around 2.5 hearts (5dmg)
This is a minor healing spell. it can only heal broken noses and bruises, not reattach torn limbs.
The low 2.5 heart cap woul then mean that there is room for another, higher tier healing spell which is more difficult to perform. (healing around 5 hearts at max)
Mucus ad Nauseam - As with most of the jinxes, set a cap at around 3m of effects.
Mucus is a higher tier spell but it is equivalent of Stupefy. Good students training it will easily reach durations ranging up to 10m and in our opinion it is just a bit too much. We would recommend 3m at max.
Alarte Ascendare - Harder movements
This spell is very OP as it can instakill opponents in areas with clear skies. We don't thing the effect of the spell should be changed but the fact that you are able to spam it so fast that you can "keep your ememy flying/falling" is more than enough. We dislike additions of timers and would rather see the movements for Alarte reworked to be harder. (4-5 movements would be fair)
Vulnera Sanetur - Work on Splinching
Vulnera would be really good if it could heal and counter the damage from Splinching when cast 3 times. The reasoning for this would be that it seems capable of healing deep wounds when used 3 times.
It also does take away the damage from Sectumsempra but it does not remove the "blood effect" which lingers.
Note on the cut-down times for spells.
Right now, casting any of the "slow/blind/prank" spells on someone is extremely annoying and very rude. This is especially if you have it at a high level where it linger way past "fun" or even useful.
Lowering the lesser spells to 30s would have it so much more fun pranking would occur, like in Hogwarts in the books and though there would be a bit more casting on others it would be less severe that having to deal with someone getting blinded for 10m because of some giggling tryhard(me).
People would be able to shake a misfired or prank spell off and mostly we would need to intervene if someone repeatedly casted on others.