Spell ideas
These are more for Windemere... anyway, my current project has no need for them. Most of these spells were inspired by something I noted about MTG; namely, that the coolest stuff was very artificial. For example, there are cards which can assume the "type" of other cards, and use bonuses assigned by yet other cards to that type.
Anyhow, this sort of artificiallity is best mirrored by "geometric" effects in Dink. What the hell am I talking about? Take a look:
Basic spells:
1. All enemies facing the same direction as you take damage.
2. All enemies facing the same direction as you are temporarily frozen. Unless they were already frozen, in which case they are unfrozen.
3. All enemies outside a certain radius are temporarily frozen.
4. All enemies run (one of?) their attacks.
5. Double the HP of all enemies inside a certain radius, and halve the HP of all enemies outside this radius.
6. Double the strength and halve the defense of all enemies "in front" of you. Halve the strength and double the defense of all enemies behind you.
Restrictions (to be combined with really powerful spells, like a cheap hellfire or something):
1. You take one damage for each enemy *not* facing you.
2. You take one damage for each enemy within a certain radius.
3. Any enemy killed with this spell leaves a "ghost".
4. Spell cannot reduce enemy HP lower than 1.
5. Spell doubles strength of all enemies outside a certain radius.
6. Next time spell is cast, double strength of all enemies affected this time.
Effects (when, say, a fireball hits an enemy):
1. Spawn fireballs on impact.
2. Next time spell is cast, deal one damage to the enemy affected this time.
3. You lose ten life when spell is cast. If it hits something, you gain twenty life.
Anyhow, this sort of artificiallity is best mirrored by "geometric" effects in Dink. What the hell am I talking about? Take a look:
Basic spells:
1. All enemies facing the same direction as you take damage.
2. All enemies facing the same direction as you are temporarily frozen. Unless they were already frozen, in which case they are unfrozen.
3. All enemies outside a certain radius are temporarily frozen.
4. All enemies run (one of?) their attacks.
5. Double the HP of all enemies inside a certain radius, and halve the HP of all enemies outside this radius.
6. Double the strength and halve the defense of all enemies "in front" of you. Halve the strength and double the defense of all enemies behind you.
Restrictions (to be combined with really powerful spells, like a cheap hellfire or something):
1. You take one damage for each enemy *not* facing you.
2. You take one damage for each enemy within a certain radius.
3. Any enemy killed with this spell leaves a "ghost".
4. Spell cannot reduce enemy HP lower than 1.
5. Spell doubles strength of all enemies outside a certain radius.
6. Next time spell is cast, double strength of all enemies affected this time.
Effects (when, say, a fireball hits an enemy):
1. Spawn fireballs on impact.
2. Next time spell is cast, deal one damage to the enemy affected this time.
3. You lose ten life when spell is cast. If it hits something, you gain twenty life.
I like the idea of the last one, kinda of a life cost to cast5 spells will add a cool twist