Got some explosive and heated suggestions here
Spell: Explosive Minefield
Suggestion: Currently, all the explosives spawn at the north side of you, which makes the spell quite situational position wise. Add the fact they only circle clockwise, and the west/south side of the user are among the safest spots to have ample time to just walk away.
The concept and the wa the explosives both deal damage and knock a target away is quite good, but it'll benefit a lot in having the the spawns of the explosive minefield spread out evenly around the user, to cover all sides.
Spell: Plasma Leap
Suggestion: It's Plasma Leap time again! For starters, the damage written in the tooltips is actually incorrect. The damage is around roughly half what is actually written (The tooltips say it is 5 SD, but the damage appears to be roughly 2.5 SD when compared to the 5 SD move strike)
It is also... Not that good of a distance closer. It is essentially just a reflavored dash that happens instantly and leaves a fancy trail, gcde or not.
Rather than trying to focus on the trail's damage though, I believe the right idea would be to give Plasma Leap cleanse.
The move acts like a utility tool anyway, giving you a way to either close the gap or get away from someone by dashing through them (dashing through someone deals no damage, only the trail inflicts damage), so why not play up its ability as a utility skill?
So long as the cleanse triggers before the dash, plasma can turn into a fairly decent utility tool to deal with slow and root CC.
Also, updating the damage in Plasma Leap's toolkit to the correct amount would be helpful ;-;
Spell: Sparkbomb. (Plasma tree)
Suggestion: Probably the one I'll get the most pushback, but here goes: After testing the damage? If you use it and stay on someone from beginning to end? You deal around double of Bang's damage which was the spell used for comparison.
So, around 14 SD, for a 34 CD move that only if you get to stay on the enemy from beginning to hit in the perfect scenario- Which in most battles, you probably won't.
The move slows, but a single dash can get you out of its range. It is GCD, so generally the opponent will have a way to respond with their own spells before you'll be able to combo something else.
Most melee/close range hits beat it in comparison currently when it comes to damage relative to CD (not just unarmed/armed moves), and some of them can slow as well.
Makes sense that is the case, since the damage per tick according to the tooltip is 0.4SD.
Either uppping the damage, turning the move gcde, or lowering the CD could be ways to make sparkbomb more threatening as user-centered AoE move.