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Enchanter's Conundrum

Problem: The current version is not a Conundrum at all. Conditional damage and Fustration/Arcane Conundrum are better alternatives. As with most things, no idea what appropriate energy/activation/recharge times would be, so that is up to you. Just tossing out ideas.

Suggestion 1: 10 1  15  For 10 seconds, The next 1..2..3 enchantments used by target foe are disabled for 5...8...12 seconds.

Suggestion 2: For 15 seconds, target's enchantments take 4 seconds longer to recharge. If this enchantment ends early, target's enchantments are disabled for 2 seconds.
 * >Would punish repetitively using things like Patient Spirit, Guardian, Vigorous Spirit, Spirit Bond, Reversal of Fortune/Damage.

Suggestion 3: Enchantments take a minimum of 1 second to cast.
 * >Enchantments that are 1/4-3/4 casting time can be hard to interrupt. This just helps you stop them some more, but probably not elite worthy. Still an idea though, but I don't want to be like "2 seconds minimum for every enchantment".

Suggestion 4: For 8 seconds, maintained enchantments cost twice as much energy to maintain. If this hex ends early, target loses 10 energy.
 * >Either they drop the maintained enchantments or waste 15 energy to maintain them by removing the hex.

Suggestion 4: For 8 seconds, enchantments cast on target cost twice as much energy. If this hex ends early, target loses 6 energy.
 * >Like previous suggestion but with all enchantments. Would be nasty against Dervishes too and others who don't know they are hexed with it who attempt to cast enchantments on them.

Suggestion 5: Target foe cannot cast enchantments for ___ seconds. If this hex ends early, target foe's enchantments are disabled for 1 seconds.