Light Magic comes back, making Dark Magic have a tactical disadvantage. Dark Magic in general loses HIT so that it keeps to it's original state as the Axe of Magic. Mire is right out the window, and replaced with Jolting, as an Anima Spell. Gives Anima something better than Dark Magic.
I'm debating if Nosferatu should be removed as well, since it's pretty obvious that no one uses any of the other Dark Tomes.
Double Magic Triangle (W>F>T>W)>Light > Dark > (Anima) restored.
Mire's fine. Add Bolting (Long Range Thunder), Meteor (Long Range Fire), Blizzard (Long Range Wind) and Purge (Long Range Light)
Dark is calibrated to be the "Axes" of Magic within the outer triangle.
Enemy skill that causes HP absorbs (Nosferatu/Sol/Aether First Hit) to deal damage instead of healing. This skill is considered standard, and any above ("Easy" err.. Normal) difficulty has it handed out randomly. Higher difficulties (Lunatic/Lunatic+) have this skill on most enemies. --- http://i.imgur.com/hbgVYTg.png http://i.imgur.com/xZMtLvX.gif
3) Nosfartu heals only a quarter of the the damage.
4) Remove veteran, it makes the mu broken Maybe 3 would be enough --- Click the sites these contain to donate to charity for free http://www.thenonprofits.com/ Official Generic Village Girl of the FE13 board