-Magical Girl Symphonic Conductor
Good stats, nothing stand-out except the unusually high Health.
First two spells are fine, though "to" and both "the"s would look better lower-case, and "rhythm" feels like the wrong word—not one I tend to associate with orchestral music. Fourth spell's fine.
Third spell, the phrase is "the show
must go on", and that name would fit much better with a healing spell than a protective one. Also, for a magical force field you probably want Damage Barrier, not a Boost spell—the spell as written reads as buffing someone's Resilience and MM and giving them Intercept and Primordia. If Damage Barrier isn't quite what you want, you could make up a new Ability name or just put it in the spell description—there are a few canon girls with "forcefield" spells which do this, such as Arc Mastermind.
Let's Get This Party Started
+5 APT is a
lot, and the level on it implies that it will grow. In any situation where her allies are capable of doing anything at all, this is by far her most powerful ability. Remember, even most of the higher-tier people don't have more than 6 APT, unless they have speed as a major thing. I'd tone it down a bit—slow down the growth rate, or make it a non-leveled Ability, or have the growing part not be the APT. But I tend toward lowering power levels, so I may be over-nerfing.
I can't see why she has it, how it relates to her theme, or why it has the name it does. A name like that, I'd imagine something like preventing allied fumbles, allies re-rolling low MM rolls, or preventing friendly-fire damage.
Music Soothes The Savage Beast
The quote is "Music has charms to soothe a savage breast", though the misquote "soothe the savage beast" is common. Either way, it sounds better if you include the "to" (also, lowercase the "the"). The description could also be better, e.g. there's no need to explicitly mention Sanity Damage, just "
Joy to the World removes negative mental effects/modifiers" (the last word depending on whether it removes natural mental modifiers, like fear). And it could easily be a Spell Ability, though we don't have a name for that particular effect.
Why does she have this? It doesn't fit in with the rest of her setup, and it's just a copy of Brilliant Key's Ability when their themes are quite distinct. Also, I don't think we see repeated Abilities outside of generic ones (e.g. Flight, Intercept, Skilled, Overwhelming Presence) and Abilities shared between team members (e.g. Armored Core, Drive Synchronization, Atlantis Ultima). You want to give her a defensive Ability, why not something a little closer to her theme? She's a conductor; you could, say, let her Intercept using an ally's attack.
This isn't the best place for it, since she arguably has a claim to it, but this has been bugging me. If I've counted correctly, there are 98 publically-posted canon MG sheets by people other than you, of which eight have the
Practitioner Ability. Four of those have a Magic Affinity, Illuminator has Quintessence, Night Sky has Library, and the last two are Judgement Drive and Limitless Horizon. By contrast, of your 65 canon MG sheets (I'm assuming the Emissaries of Light are MGs, despite not having "Magical Girl" in front of their names),
39 have
Practitioner, usually for no apparent reason.
Also, why doesn't she have anything related to synchronization or the like? Given that that's a good part of the conductor's role during a performance. Honestly, her whole setup is kind of weird for a "conductor". She mostly boosts her allies on an individual basis, while the role of the conductor is to coordinate and direct the
group (and other stuff, but that's what they do during a performance, I think).
There's still a big backlog of sheets that need a canon/noncanon decision made
I've added the second version of the Wonderlanders, Symphonic Conductor, and Flodur to
the list.
It's False Heaven and Thirteenth Hell. (Where are/what happened to the preceding twelve?)
On strengthening him… I'd level up his Spell (which would make the Auto Kill easier to accept), give him at least one other thing he can do (an attack or a buff or something), and give him another defense than lots of HP and decent damage reduction (also, just a matter of taste, but the abundance of submitted sheets with "reduce End Damage by X%" annoys me a little. Be more creative with your defenses!). Could add Vampire (or Consume
) to
Consuming Orb, or give him minions, or something to protect against status effects. A lot depends on what
Conqueror of Hope does. And I agree with
@justinkal,
Overwhelming Presences are supposed to be pretty darn special, and we have this response to people asking why Original Gabriel didn't have one:
One thing you should remember is that Archangels and Super-Demons are things that have been around for a while. People have come to expect amazing feats from them. Then humanity came along, and introduced stuff like "nukes" and "Magical Girls" to the unsuspecting war, and everybody started freaking out.
For weakening him: remove Abilities, starting with the auto-kill, the omni-caster, and the OP. Also probably remove at least one Affinity. I think "no stronger than Archangel Michael" is a reasonable target, though I'm not sure how the power-scaling works for high-level demons.
BTW, what's the progression on
Armor of Blood and Darkness? None of those numbers are divisible by 20.
And because it's come up… why, exactly, is
Auto Max Charge a Super Ability? It's pretty wimpy compared to the other Super Abilities. Or even some of the regular Abilities, like Sunder, Supremacy, or Auto Kill (not to mention Max Boost or Obliterate or World Sphere…). Is it because of things which key off of MM rolls, like with Solar Radiance or the Titan Worm and Ancient Wyrm?