Very interesting and creative, it's a little hard to wrap my brain around but the idea definatly has potentialQuote:
First, If you voted that this is a terrible idea could you please tell me why in the comments? Feel Free to comment any changes you think would improve the spell! I'd love to hear either some criticism or some support! Make sure to comment your thoughts!
Unlocked at spell factory level: 6 Town hall 10
Cost to upgrade factory: 4,000,000 Elixir
Spell capacity doesn't increase.
Max level: 3
Cost to upgrade spell:
Level 1: N/A
Level 2: 70,000 Dark Elixir
Level 3: 140,000 Dark Elixir
Spell cost: 800 Dark Elixir (+400 per level)
Spell Radius: 3 (+1 per level)
Spell Duration: 12 seconds (+4 per level)
Spell Effect: Any damage dealt to any troop within the spell is equally distributed to all other troops inside the spell boundaries, Splash damage dealt is counted for every unit it hits and the total is distributed evenly.
Possible Damage Modifier: In the event that this spell is too powerful it would be possible to ad a multiplier to incoming damage that way it is increased before being re-distributed so that damage isn't spread thin enough to imbalance the game.
On first glance you may think that this spell is counterproductive since all it does is make defenses hit everything at once but what it actually ends up doing is lessening the overall damage dealt to any particular unit allowing heal spells to be effective on anything even archers! Since it would effectively stop them from being instantly killed by defenses as long as they are within the bounds of the spell. watch out though, single target inferno towers and giant bombs may prove devastating by being able to overwhelm a heal spell if too few troops are inside the diffusion spell!
Physical description: A dark red (roughly maroon) colored spell.

