Feedback:User/Tounaku/Spawning Power Overhaul

Function
For each rank of Spawning Power you have, creatures you create (or animate) have 4% more Health, weapon Spells you cast last 4% longer, and you activate Binding Ritual spells 3% faster. Some Ritualist skills, especially those related to Spirit creatures, become more effective with higher Spawning Power.
 * According to this new buff, a Ritualist could consistently cut Binding Ritual recharge times by 48% with runes, therefore I feel that something like this would need a cap--maybe 33% or 40% recharge time reduction. The only exception to this rule would be if a single skill reduced the cast-time past the maximum.

Skills
Enchantment Spell. For seconds, whenever you create a creature, you gain  Health and  Energy.
 * ''The Elementalists just got a break, why not the Ritualists?"

Hex Spell. For 7 seconds, target foe suffers from - Health degeneration. If that foe were to enter within the area of a spirit, that foe and all adjacent foes take lightning damage and this hex ends.
 * The phrase "within the area" refers to the range "in the area," not the spirit's effect range.

MOVED TO SPAWNING POWER Spell. Target allied spirit teleports to your location. This spell costs 1 Energy less for every 3 ranks you have in Spawning Power. Minimum cost: 1 Energy.
 * This MIGHT see play if it were essentially a free skill. No one really wants to pay Energy to do something as simple as keep their spirit in play; using up a skill slot is enough.

Binding Ritual. Create a level spirit. Whenever an ally within its range holding an item uses a skill, that ally gains Health and  Energy. Whenever this effect triggers, this spirit burns for 3 seconds. If this effect triggers while this spirit is already burning, it takes 14 damage and the Burning duration is renewed. This spirit dies after seconds.

Item Spell. Hold Lee Sa's ashes for seconds. While you hold her ashes, your Ritualist spells activate 33% faster. When you drop her ashes, you gain Energy.

Skill. Your nearest spirit loses Health and your next  Ritualist spell[s] recharge[s] 33% faster.

Elite Skill. Destroy target allied spirit and gain Energy. The next Binding Ritual you perform casts 66% faster and recharges instantly.
 * If just this happened, it would make my Guild Wars life. Old Soul Twisting was so much fun if not a little energy intensive when cycling through and re-setting spirits on an active, moving battlefield.  A buff like this would be astounding.  As far as I know this skill in its current form is pretty unpopular anyway; out-shined by things like the current Soul Twisting.

Signet. For 45 seconds, you have -1 Health degeneration. The next time you cast a Binding Ritual, this effect ends, you gain Health and the spirit you summon is created with an additional  Health for every second this skill was in effect. Maximum 75 bonus Health.

Signet. The next Binding Ritual you perform activates 66% faster and recharges % faster. 50% chance of failure if Spawning Power is below 5.
 * "Planning on casting a spirit later? Here, let me save you a few seconds!"

Skill. For 15 seconds, whenever you use a skill while within earshot of a spirit, you and all nearby allies gain Health and lose 1 Condition. This effect ends after you cast spell[s].

Spell. Destroy target allied spirit. If there are no spirits to be destroyed, you instead sacrifice 17% of your total health. All allies in the area gain health.

MOVED TO SPAWNING POWER Elite Item Spell. Hold Tanasen's ashes for up to seconds. While you hold his ashes, you have + energy regeneration, + armor and cannot be interrupted.
 * The only real reason this is here is because of the Energy regeneration factor.

Elite Enchantment Spell. For seconds, whenever you cast a Weapon Spell on an ally, that ally gains  health and you gain  energy.