I'll try to make misses still add to the tech bar.
As I wrote initially, I make no promise that every team can win this.
Pressure point is exactly the same as power-up only self target, so I gave Light-Kevin Power Up instead.
In case I need something, I have now one "freely" moddable spell
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Dark Saber... well, Dervish could just have 3 sabers, but then Death Hand is clearly(?) better than Dervish; more STR&AGL, +crit buff, +def debuff. I gave him Life Booster as that is now always useful, noone reaches 999HP naturally - so Dervish has at least something: more/capped maxHP and small additional heals for the party over Death Hand's raw power.
I think sharing Ghost and Gremlin between both of Charlie's dark classes should be ok. It's allow me to give her enchantress class another offense spell.
Necromancer would have full debuff range (Black Curse) and "full" single-target elemental range; Dark Force is int-based, I don't think she'd like depending on 28 INT for dark damage when she has a good 31 PIE which fuels her summons.
Btw, why does a shaman - I associate that with spirit-calling - have access to devils?
If I can get it to work, maybe Ghost Road for Shaman, but as ice damage.
I could also see deathspell, transshape or half-vanish on shaman...
no idea on this; Necromancer is a decent 2-in-1 package, like Ninja decent damage+debuff
Evil Shaman... Angela without multi-target for most elements but a magic debuff
In case someone cares for the reasoning behind the summons elements:
Ghosts = afraid (well... not of those clowns) = cold feelings
Ghoul = poison/infection which BURNS!!!
Golems = rock-hard (and weak to air)
G...unicornHead = fast (in SOM1 they had speed up) = lightning = air
The full debuff range can be covered by Riesz (any dark), Hawk (any Dark) and Charlie (dark-light; though dark-dark has the important mind-down effect as well); I may give further debuffs to "round a character out", but not as a main role, 3 options should suffice.