Hello, just a quick idea I had while killing Fire Giants that might help spice up the Standard combat spellbook: more expensive, secondary combat spells with extra effects that are aligned with the standard elements.
Air's secondary spell type would be Lightning, which would have the secondary effect of stopping the target's current move order in PvP, or binding the target for one game tick in PvM.
Lightning spells (Lightning Strike, Bolt, Blast, etc.) are aligned with the Air element and require a modification of Fire spells' rune costs to cast, owing to their weak effect: replace all Fire runes in a Fire spell's cost with Body runes. They deal equivalent damage to the Earth spells of that tier (so Lightning Strike would deal 6 damage).
Water would have Steam spells, which deal 8/4/5/6/6 extra damage as a DoT effect over multiple ticks. This damage does not accrue XP and does not stack, so they're not as good for training Magic, and better for just adding a little extra damage. Steam spells deal damage equivalent to the Air spell of their tier (making them slightly better than Fire spells, but only assuming you get the full value of the DoT) and require a Magic level near the Fire spells to cast. They would require the standard cost of a Water spell, plus a number of Fire runes equal to the required Water runes.
Earth would have Kinetic spells, which are equal to an Earth spell, but roll against Ranged defense. They require Body/Soul runes to cast instead of Earth runes. This could be used to help fight other mages, but it would be useless against melee-oriented opponents.
Fire would have Midas spells, which require a few Nature runes to cast along with the standard Fire cost, and cause an enemy killed by Midas to drop some amount of gold. Midas Strike could cost Body runes to encourage new players to use it. They are otherwise equal to Fire spells in every way except required Magic level.
Thanks for reading!
12-Nov-2020 22:59:04