I've been seeing a lot of posts about new spells, traps, and troops. Why not boost some of the troops we already have? I actually have a nifty idea for wizards that would start at Wizard level 4.
You tap the Laboratory for troop upgrades. Tap the info button for the Wizard description, and inside is a "Spells" button. The Spells button would allow you to choose the spell currently used by your wizards (including - or not - the Towers). A window similar to the Spell Factory window would appear after tapping the Spells button, and an array of spells shown could be learned. Once learned, they are permanently available, but all wizards can only know one collective spell at a time (otherwise this could get too complicated). You would choose the spell you wish to apply to your cabal, and after a short period of time and a fair cost, all wizards would be equipped with that spell.
I propose offensive spells only. There could be single-point (SP), multi-point (MP), area splash/area of effect (AOE), and damage-over-time (DOT) spells. All spells would be confined to the range that wizards currently have. I also don't think wizard spells should overlap too much with current offensive spells from the factory. Learning spells could cost gold for simpler ones, elixir for better ones, dark elixir for the "evil" ones.
Some spell ideas are:
Meteor Shower (AOE, Elixir cost) - read details here.
Terror (AOE, DE cost) - send enemy troops fleeing in terror for X sec (too OP?)
Mind Control (SP, DE cost) - gain control of one enemy troop for 5 sec (may require cooldown to prevent OP; or, if no targets exist, wizards just stand there to die). Controlled troops deal 1/3 their original damage. Kinda hoping this turns into a cheaper, simpler version of a witch.
Lethal Fatigue (SP, Elixir cost) - Wizard drains life from targeted enemy troop for 5 sec, every 2 sec (fixed dps rate). Troop movement halved/damage dealt by targets is the same but the rate at which it's dealt is doubled.
Fireballs (MP, Gold cost) - Shoot simultaneous fireballs at 3 nearby targets (fixed dps rate)
Chain Lightning (MP, Gold cost) - Electrocute a nearby primary target with lightning; lightning jumps to up to 2 nearby targets with reduced damage (stole this from WoW, lol). Can be fired at buildings or troops, or a mix of the 2 (can you see electrocuting a CC and having the lightning jump to deploying troops? Fun!)
Ignite (SP DOT, Gold cost) - Target is doused in flame. Flame burns target at fixed dps rate until death. Effect can be cured by Healer or Heal spell; casting wizard selects new target once spell is cast.
Plague (AOE DOT, DE/Gem cost) - Enemy troops in range catch contagious disease. Affected troops instantly transmit disease to other targets within a single-tile range of affected target. Disease affects targets at increasing dps rate, but disease can be mitigated (but not cured!) by healing effects. Very powerful spell with highest cost, can only be learned once all other spells are learned. Learning costs gems and dark elixir, maybe 800 gems and 75,000 DE. I've been thinking about this one. Maybe to prevent OP, the wizard's hp is cut while this spell is active.
There's 2 examples of each suggested type, for 8 total. Gold-cost spells require Wizard 4, which requires Lab 5, which requires TH7. Elixir-cost spells require Wizard 5, Lab 6, TH8. Dark Elixir-cost spells require Wizard 6, Lab 8 and TH10. Learned spells' dps/damage rates increase by the same percentage as the default spell and cannot be upgraded (meaning there will never be a Level 2 Terror, etc).
Thoughts? Kelu, I know you'll have input here :)

