Portal charge system is slow enough to limit map control and support role. Don't forget we are also limited by long jump penalty + maximum of four portals on the map. At the same time, portal cost is high enough to interfere in yet mediocre eliotrope damage. 4 ap for portals in first round is a severe penalty for short fights.
Add 2 uses per turn condition to portal spell. Remove charge system. Re-introduce charge system as a new passive, which also reduces cost of portal by 1/2 ap. This will add a possibility to differentiate support eliotrope builds, who will be able to use portals more effectively, from damage builds, who won't suffer damage losses from portal usage.
While the idea of current version of this spell is good, there are some problems. As a PvP portal denier it should be cheap, thus 1 ap cost, but as a PvE burst spell it should deal enough damage to be worth it's slot for long cooldown. The thing is, while damage per ap is tremendous, damage per 3 turns is not good enough to be worth a slot for such situational spell.
Add a usage attribute "consumes all ap up to a _ap limit", correct damage per ap accordingly. This will allow the spell to be a cheap pvp portal denier and worthy pve situational burst at the same time.
Current version of this spell is just plain bad. Damage is low, glyph is unstackable, sum of them is not really worth for 1 use per turn. If glyph will be stackable, spell would be overpowered. No suggestions at this point, but something should be done with this spell.
Will add more thoughts later, when I will have them.