Hi! ty for the response, first of all i have to say that i really forgot that AOE spells hit allies since i was always was thinking in war AOE knockdown when i made the post, my bad. Then i ll have to admit once i read them again that the 10 talents are a little bit insane, i just delirius there cose i want something GOOD for spending 10 points in a school and at the same time that those talents have a "weakness" Thats why im going to redesign them to make them more suitable for DOS.
Dragonform: Gain 10% more fire dmg and the ablity to applie BURN on enemy through the magic armor (although he burning ticks will consume magic armor till its down) . Also Gain 20% water and fire resist.
Moon Servant: Gain 5% more healing effectivness for 2 turns each time you cast a healing spell, stacks up to 5 times. Also gain 20% more magic armor
Earth Guardian: You gain inmunity to knockdown and teleportation. Also gain 20% more physical armor
Air Essence: You gain 1 free point for movement (stack with the other one) Also gain 20% more air ressit and 20% more evasion
My idea, although it wasnt clear the first post is giving each school (except from necro) a "Path" being fire the Magic Dmg, Water the Support, Earth the tank and Air the Phys Dmg.
From Beyond the Gave: Once you died, your spirit comes into battle for 2 turns,having half your HP and DMG. if you got resurrected when your spirit is up you will get "Soul decay" for 10 turns, not letting use this talent for that duration.
On the other hand we got the "Bouned elements" And yes it might appear some 100%element resist but thats part of the idea, risking going on a full element build (maybe having some other spell elements just in case, despite the contras) its not only to dmg them, you can also:Heal, Create surface as oil or smoke r fog, ice, etc.