the current spell system is already in the works of being, well, reworked. IT will be a bit less..well..It will offer many fun and easy ways to use it, without one-shotting yourself
They're not meant for combat, it's more of casting spells so fast it does physical harm to the user.
Since Fusa-fusa Musume has never fought before, and may just do something stupid.
But I'd like to see how someone would free themselves after being Fluffy Flurried, since that's a lot of furs.
But Fusa Fusa musume only has 30+d10 health, taking 30 damage is simply out of proportion. The wonky proportions is one of the main issues adressed in the new spell system. Nobody should have to take 5 damage in order to deal ONLY 1d4 additional damage, I mean, that is just...Likewise, durations etc are looked at, and compared to how long combat actually lasts. 10 turns of cooldown is longer than most battles last anyway, but still is easily abused by gaining 10 bonus points, instead of the far fewer one would get by only being able to cast this once.
Likewise, I totaly forgot to actually add that to the PM to the GMs, but you guys have to be vigilant for a certain kind of rule abuse:
-10 turns cooldown
and
-user cant act for 10 turns
what is the point of the cooldown, if you are unable to act anyway? Such stuff is sadly possible in the new system too, and frankly is an abuse of the system, to gain additional bonus points by taking absolutely irrelevant downsides. It's like saying "user is paralyzed for 5 turns" and then also adding bonus points for "can#t move left arm for 5 turns", "can't move right left for 5 turns" etc.
Please, kind GMs, take a look at spells when they are presented to you, and think "is this downside actually a downside?" Taking a debuff to your ranged damage does not matter, if all your damage is either done by punching or magical, etc.