this is somewhat similar to the idea "dark spell factory" but i prefer to call it alchemy just to make it more interesting and less bland sounding
im not too caring on the details like HP and costs as im not the best at this kind of thing but i am certain that it would mirror spell factory for the most part, but cost dark elixer maybe something along the lines
level
1 10000
2 25000
3 55000
4 80000
5 120000
as i said im not great with coming up with specifics such as numbers, but more the ideas and how they work
level 1 would be first usable at th 8 as its the start of production of DE
2-3 th9
4-5 th10
the description would be similar to that of spell factory but would be more geared towards witches that are more talented with the elements than the dead, or something to that effect, really thats something debate-able (but in that case it might be best to just unlock it at th9 just to stay true to the lore/availability of witches)
ok now heres my 3 versions of this that are very very changeable but id be honored if ever showed up in the game
1: if decided to use as an offensive
these spells are precision spells, they aren't intended to be as big as spell factorys by any mean, perhaps the size of a giant bomb at level 4s damage area, but unlike regular spells, you can hold the spell to see the area before dropping (especially on small screens)
spell 1 lure
same concept as flare in boom beach, but more advanced, it has 2 radii, one for the spell (i suppose an orb would be nice to use?) and one for the troops affected, the troops affected will move to the orb, then recalculate their target
spell 2 Barrier
ground troops within the range have reduced damage dealt to them (air troops unaffected)
spell 3 Curse
targets 1 building, this building instead of just hurting your units, will get a percentage drained of the amount of HP it deals to your troops (for a limited time) (this one im not going to lie, is filler and needs serious work or more thought)
-alternative ward
this spell more for precision as well, when using it the troops will avoid that target for a limited time and recalculate to the next closest target (this spell choices a building by default if it lands on it but can also make troops avoid a path if a building does is not in the spell area -which would be maybe 3 tiles diameter for this one-), this spell would only last a few seconds tops even at max level, at level 1 its practically useless, in other words upgrading it just increases how useful it can be or not be
spell 4 smog( maybe just call it darkness spell)
this would be the same concept as smoke on boom beach, your troops get covered within the small radius that doesnt instantly cover, but potentially helps a small brigade get by a defense stealthily or buy you a few seconds, the rule is, attacks will not work, this is for stealth purposes only or to distract defenses onto a different troop
spell 5 Inferno
lets call this a more precise version of the lightning spell, but not instant damage, the spell slowly burns the target area for maybe.. 20s-40s dealing minimal damage, but at the end, it detonates into a fiery swirl that is concentrated damage to that specific area
if used in this way, you get 3 slots, level 1 starts with 1, you get 2 at 3, and the 3rd at 5
if used defensively
these spells are cast while the player is online, they last for one raid that they get triggered in similar to how traps work, but they are interchangeable, these spells can either be placed as if they are a trap or be used on a building, the effect changes depending on which you choose to do, however these can be placed on top of traps as they are not structures at all, just a mark of where the witches spell is cast, and only would appear when in the radius unless its a building that has a spell on it (the higher level the spell, the brighter the glow of the building, the color of glow would not give away what spell it is)
and also its very possible to just limit these to war.. but iffy on that
spell 1 aerials (or tempest)
as a placement: when stepped into by ground units, a tornado animation flourishes and scatters the troops in a random directions no damage is dealt and the troops are only scattered a few blocks from where they were to begin with, this may sound harmless but it can damage reckless swarms very badly, although if someone tests with a goblin, the spell goes away as it detonated, the tornado would be the exact same rulings as a giant bomb on detonation and area of effect, however if air troops set it off the effect is the same, but they get scattered much more violently, instead of only a few blocks, they get maybe 5+ upwards to 10, which the leveling up of this spell increases how long the tornado stays there, the only thing is, defenses can not target the units while theyre caught up in the effect, only after they land (or recalculate once repositioned in air troops case)
as a building spell: the building shows the glow that it is enchanted, once unit attacks this building a whirlwind briefly appears (freezing the defense if its a defense) blows back any air troops about 2-3 tiles and the ground troops get knocked back 1 tile from building
spell 2 Boulder
as a placement: makes a pseudo wall made of Rock
as a building enchantment: reinforces the building, raising its HP
spell 3 Fog
as a placement: small area that is an anti-heal spell, the defenses will lose sight of the attackers but the health will be draining as long as the attackers remain in the Fog
as a building enchantment: enshrouds the building in Fog, lasts long enough for troops to recalculate a new target since the current one is not in sight (if its a defense the defense loses sight as well), also if it is last building, the troops will just not be able to attack and will stand there until the mist is gone, which would be 1-3 seconds tops
spell 4 Blizzard
as a placement: its a slowing spell, loss of a few speed points for ground units in the aoe lasts just as long as rage spell but still just as small as giant bomb
as a building enchantment: once stepped near, the building turns to ice (tinted blue and if defense it stops working) within the few seconds of being frozen, an attackers troops get frozen very briefly, no more than 1 second
spell 5 inferno
as a placement: a small fire is lit in that tile, this tile CAN be seen once the attacks begin, the troops that walk over this tile are slowly burnt with a little bit of damage as the spell upgrades so does the slow burn
as a building enchantment: the first time the building takes damage, a burst of flame emits from it and deals a little damage to the ones within a tile of it
the 3rd idea is purely cosmetic and would affect your troops, different elements giving different elements to the wizard attack, barb swords with an aura of the element, archers shoot the element, its nothing special at all and honestly i think the above would be better, but i wouldnt mind seeing burning goblins running around, or pekka enshrouded in darkness in all reality ik people would love troop buff spells that let you slightly change stats, such as sacrifice hp for damage or speed or vice versa but its be very hard to do that and keep the game balanced... so thats why i didnt try to think of a way yet, especially with no idea of what the other troops are yet
feel free to comment, and to check out my 2 other idea links
troops: http://forum.supercell.net/showthrea...ew-troop-ideas
general ideas : http://forum.supercell.net/showthrea...as-and-one-fix
maybe youre curious about my clan? http://forum.supercell.net/showthrea...urd-Recruiting


. Great choices of spells


