I don't use it in its current form. For a mage, there are plenty of passive damage boosters that make +25% irrelevant; for a melee champion, trading two action for +25% future damage makes little sense when you could be spending those actions dealing 100% of direct damage.
Previous version of this spell -- no casting time, double damage for one action -- was more interesting. I used it often to power-up individual spells, and it gave a good reason to upgrade fire magic for melee champions (direct damage spells are worthless without path of the mage, but focus is still applicable to melee attacks).
Not sure why focus was nerfed; probably because it allowed double-damage flame darts to be spammed continuously, effectively voiding their cooldown. Increasing cooldowns and/or nerfing the effect a bit might have solved that while keeping the spell interesting.
Generally, I am a fan of spells that require a timely tactical decision to be made: curse and old focus are great examples. I find spells which are cast once at the beginning of battle boring; they are either no-brainers (blind) or useless (new focus), and result in both sides spending initial turns buffing / debuffing rather than engaging in combat. Such spells should become strategic enchantments with an upkeep or be delegated to item stat boosts, while the tactical battlefield is reserved to time-sensitive actions. Some examples:
- Haste (strategic): initiative +2(+1/air), upkeep 1/season
- Haste (tactical): target moves immediately (single-unit version of battle cry)
- Gust: target misses next action (single-unit version of titan's breath)
- Slow: initiative -4(-2/water) for three actions
- Focus (fire3): +50% damage for next action, no cast time
- Meditate (water3): -50% mana cost for next action, no cast time, no mana cost
- Concentration (air3): +50% spell mastery and accuracy for next action, no cast time
- Blind/shrink/grow/giant form/arcane vale: time-limited, akin to curse and diamond skin