We already have shadow enhanced damage spells, so why not up the ante and add utility spells on top of that?
Shadow enhanced utility spells are different from utility spells for these reasons
Pretty cool right? Confusing? Yes and yes. Below is an explanation on what each spell does, and its uses for maximum potential.
Description: Doubles damage on next tick damage to target, and that damage will spread to enemies adjacent to the target, but will only do x1 damage.
Scenario: You cast Burning Rampage, which with blades and damage, will do 200 then 1000 damage after 2 rounds to your target, who in this case, is on circle B out of circles A, B, C, and D. You then cast Powder Keg the next round. Once the damage round comes up for Burning Rampage (the second round after rampage was casted), the Keg will ignite and cause the tick to deal 2000 damage onto your target instead (the double damage, or +100% next tick to target) , and the damage will spread to enemies A and C (the ones next to the target), dealing 1000 damage to them (the 1x).
The Keg will last forever until a tick damage (DoT) causes it to trigger. There is a risk to this, as if you try to use a Fire Elf after using a Rampage, the keg will only be "ignited" and amplify the damage from the elf since it was the last DoT casted.
Description: 500 initial heal, and 250 healing per round plus a 1000 absorb onto the target. The healing per round will end when the absorb is broken.
Scenario: You cast Frozen heart, which will start off with a 500 heal, and cause a wall of ice (not a ward) to appear around you, protecting you from 1000 damage as stated on the card, and the wall will heal the target for 250 for each round the wall stays active. Once the wall absorbs 1000 damage, the wall will be broken and the healing will end.
The wall will be the first thing that counts when taking damage (after resist, and reduction), then your shields, auras, and regular ward absorbs will be taken accounted for. You cannot stack Frozen Heart onto another Heart. This spell can be exceptionally strong as an ice wizard can cast this onto their hammer, and the ice can taunt enemies to take aggro, whilst the hammer is getting a consistent heal every round, with a damage absorber on top of that as insurance. Being ice's first heal, it fits the bill with defense.
Description: Deal an additional 50% from outgoing damage spells to target (or targets) depending on the damage spell casted for 2 rounds (self only)
Scenario: When casting Thunder Surge, a cloud of bolt and lightning will appear around the wizard, lasting for 2 rounds. When the storm wizard casts an outgoing damage spell, in this case, Rusalka's Wrath, the enemy target will take say 2500 storm damage. The surge will react to that, and a bolt of lightning will strike that same target with 1250 additional damage (half of the Rusalka) as well during that same sequence; the wizard will have one Surge left to use as they only have one round left on the spell effect. If the Wizard does not use an attack spell whilst the Surge is active, a surge will go away, also indicating you have one round left. This spell only lasts for 2 rounds, it does not count for any 2 rounds at any succession of damage, you MUST use 2 damage spells in a row to take it into full effect. This spell will work on AoEs as well. If the wizard uses Glowbug Squall, and it deals 2000 to all enemies, the surge will react, and deal an additional 1000 damage EACH to all targets since Squall is an AoE.