The use of color is my biggest issue. It doesn’t do enough to separate the elements, so I find visually parsing the power block a bit unpleasant. It’s not as bad as things that use tons of whitespace, which can almost be suffocating, but it could be better. I would drop the alternating colors for other affordances (and a bit of padding) and deëmphasize the flavor text. If I did keep the color, I’d use it more deliberately. 4e is just using it to distinguish different rows in the power block, so (for example) an Effect can sometimes be within a row with color and sometimes without. I’d want to use color to help the reader visually navigate to what they need.there's enough color to get as much out of the 'look and feel' as either of the other two games.
I like how you have your flavor text at the bottom, though I find the orange a bit much.HoML doesn't actually have Magic Missile, per se, but here's a version of a fairly familiar sort of feat
I almost posted fireball, but it wouldn’t have been a good example of PF2’s verbosity. However, it would have let me post Explosion, the best magic, from Konosuba TRPG. (SL is skill level. In Konosuba TRPG, abilities are called skills. You can increase up to three when you gain a level.)
The block is reminiscent of the 4e one, though it has hardly any affordances at all. While the book is single column, abilities are presented in this card format multiple to a page in a grid. (Konosuba TRPG is also one of the influences on my homebrew system in that it inspired what became skills, specialities, and proficiencies.)