-
Dark Elixir Spells
I was thinking the other day that, just like with troops, there could be a separation of spells between regular elixir and dark elixir. For instance the dark elixir spells could be more costly than the regular spells (in that regular elixir is much easier to come by than dark elixir) and as a result, their effects could be more devastating.
Example: Level 1 dark elixir spell - Time Stop: Cost 1000 dark elixir
Effect - Effectively stops time for afflicted opponent for 5 seconds. (All defensive buildings and troops stop in their tracks and are frozen in time across the entire map.)
Level 2 - Cost 3000 dark elixir
Effect - Effectively stops time for afflicted opponent for 10 seconds across the entire map.
As this effect would be devastating only two levels would be available.
As a result of this and other possible dark elixir spells being implemented, SC would probably see a small increase in gem purchase.
This along with a few other spells (Sink Hole, Counter Spell, and Shield) would definitely change the playing field of CoC.
A small explanation of the effects (no prices or lab requirements) of Sink Hole would be that the effected area would suffer quite literally a sink hole, wherein there is NO damage actually done to the building, but it becomes out of play for the duration of the raid. As a result the attacker can NOT attain a 100% clear (3 star) victory. And as the levels of this spell increase do does the size of the sink hole into which the buildings fall.
Counter Spell would be a target specific spell, in which any time a witch, wizard, or wizard tower hurls a magical projectile at a target in the area the projectile does not hit the target but instead hits a nearby building, effectively countering the spell.
Shield would be a catch all type of defensive spell for attacking troops, wherein the attacking troops in the affected area would no longer receive any damage from any source for a short period of time, however to balance the effect out the troops would only be able to deal half of their set amount of damage per second. As the levels of the spell increase the timed effect of the spell would increase, but not the size of the affected area.