As a spirit user, I'm going to have to say you didn't seem to pay any attention to comparing the two magic types when you made these suggestions. As such, I have a few comments on your suggestions (The first one just being a general comment)
- Failed spells cost (level-1)*1 energy rather then (level-1)*3, as nothing happened.
- Fail casting check by 4 or less and a "partial result" happens - half damage, other effects at DM's discretion.
- Everyone gets +10 energy pool.(1)
- Mage-specific talent to make mind count full instead of half for energy pool.(2)
- All spells reduced in cost to (level-1)*2 energy.
- Mage-specific talent to reduce global energy cost to (level-1)*2. Or tie this to existing either "school" focus or "element" focus.(3)
- "greater" transmuter/evoker/conjurer: Additional +4 to the caster roll and spells of this school cost (level-1)*2.
- "greater" elemental focus: Spells of your chosen school are treated as being one level lower then they actually are, minimum 1, in regards to both energy cost and caster checks.
- Innate mage ability to sacrifice health for energy at will.
Currently, this spell (For your 30 mind mage) deals 2d8+15 (Average 24) to all targets in a 10ft radius for a cost of 6.3) Flame: Creates a flame that can be manipulated into various shapes and used for various uses. Using it in a burst effect causes (d8 + M/4) x 2 damage in a 10 foot radius, and may set things on fire. Using in a stream results in a 10 foot 90 degree arc and (d6 + M/6) x 2 damage per round, and requires a casting check and an additional 1 point of energy each round, but will set things on fire, and creatures in the flame will not be able to move toward you without high resistance to fire. Evocation.
Using this spell with a cost of 6 deals 12d8 (average 54) to a single target. While, yes, this number is larger, there is also the fact that it only targets one enemy where as your spell hits multiple enemies per turn. When set for an area of effect like your spell, the spell does only and average of 21 damage and is risky either way as the maximum and minimum for the spells are much wider.Holy Fire: Spiritual fire burns your foes, can be manipulated into shapes just like the Flame spells. Costs X to activate, and does 2d8 x X damage to one foe within 50 feet, or d6 x X damage in a 20 foot radius or 90 degree 20 foot cone.
Which costs 6 to deal 2d10 (Average 11) to a single target.Mind Cutter: Cut through creatures and objects alike with your mind, costs 3X energy and does d10 x X damage.
@Pheonix Alugere:
Why do you think holy fire is a single target spell?(1) If it can be manipulated the same as the Flame spell, then either both spells are multi-target, or both spells are single target.
@Both Pheonix Alugere and thetwo:
The difference is that Spirit "mages" are not meant to be magic attackers only.(2) And while mages do have better average damage per energy spent (usually), this is fair since Magic users have difficulty checks on spells. And once a magic user is in trouble, all of her stronger spells quickly become unusable. -4 just for taking damage or grappled is 20% more fail chance. And that -12 from penetrated is a whopping 60% failure chance added on. Even with high mind and specialization, this makes stronger spells impossible to use... on top of area attacks not being the spells of choice while you're right on top of the enemy (or the enemy is on top of you, depending on positioning).
The only adjustment I'd make to their energy cost is reduce the cost on a failed spell, since it's only fair if a spell fails they don't keep pouring all of their energy into it. Though it should only be reduced, not zero-cost.
Spirit users also have some of the more unique and powerful skills due to effects. Just to cite a few examples...
Energy Blade - Can drain spirit energy and create a massive damage melee attack weapon.
Nightmarish Image - With all enemies even looking at the caster needing to roll checks or flee, this can quickly ruin a "boss fight" by eliminating all followers.
Holy Wall - Blocks. Anything. The end. If an enemy breaks through this wall, then either your spirit is too low, or Tass just threw a demon-god at you. XD
Even bosses can't resist that stun. It isn't that hard for a character to get 60 in one stat at which point, for the cost of 9 per round, you deal 2d20+30 to a boss and stun it without having to worry about the spell failing. The boss can't do anything to respond.4) Blightning: A single target takes d20 x 2 + Mind/2 Damage and is stunned for one round. Evocation
Given that mind is mostly important for mages and is only used for pleasure damage hp for anyone else, if this is put in, then there should be general talents allowing spirit to count in full for each of hp and pleasure, Strength to be have talents for pleasure and energy, and an additional mind talent that allows it to be used for hp as well. There should be no general feet that only favors one class. If there is one such as that, there needs to be mirrors for the other classes.2.) I'd say making "mind counts full for energy" a general talent would make sense.
Unarmed Damage and Pleasure: Causing pleasure is just an unarmed attack unless penetration is occurring. Unarmed attacks without the Unarmed Talent cause d4 + Body/4 Damage. The same applies for pleasure during foreplay.
If your character is being penetrated, both she and her partner take 10 + d12 +/- (Others Body)/2
For a resisting character, the value will be a -. For a willing character, it will be a +
8.5 average DpE. A bit weak as a single-target spell. I'd suggest bumping it up to ((4 + d12) x X) or (Xd20) , as it is a single target spell, giving it 10.5 average DpE.Mind Cutter: Cut through creatures and objects alike with your mind, costs X energy and does (2 + d12) x X damage to one target.
One foe, 8.5 DpE. Area effect, 3.5 DpE.Holy Fire: Spiritual fire burns your foes, can be manipulated into shapes just like the Flame spells. Costs X to activate, and does 2d8 x X damage to one foe within 50 feet, or d6 x X damage in a 20 foot radius or 90 degree 20 foot cone.
3.5 DpE average, with a bonus Spirit damage for it being a melee attack.Energy Blade: Think Raziel or the plasma sword from Halo. Creates a burning beam of energy that extends three feet out from the users hand, acting like a sword. Costs 5 + X energy to bring out and 1 energy per turn to maintain. The blade may be of any thickness or color, up to the users choice. Attacking with it does Xd6 + Spirit/5 damage, and a successful hit drains d6 spirit energy from the enemy and adds it to the user.