Dynamic Clashing-
Make it so clash effects aren’t just visual, and actually effect gameplay.
I wont add exact stats, bc that’s more balancing and whatnot, but I will add a general idea of how much damage it should do.
There are two main types, some clash effects have none, one, or both
Effect Clashes-
Creates an explosion or produces an effect when the two spells collide (these do 50% less damage to players if they didn’t cast either of the spells involved). I will mark these with an E
Modifier Clashes-
Modifies one of the spells in some way, either changing its stats or adding a whole new effect to it (these already kinda exist in a way). I will mark these with an M
E
If any two of the same Magic collide, and they evenly clash eachother out, it produces one explosion with the combined stats of both Spells (This basically makes it one big explosion, instead of two small ones). (Damages Anyone)
Damage = 0.5(Spell + Spell)
(If another collision of two of the same magics is mentioned on this list, its because it has a special effect on clashing itself out)
E
Light and Shadow Magic produce an Equinox explosion (This would probably be the highest damage out of any clash). (Damages Anyone)
Damage = 2(Light Spell + Shadow Spell)
E
When Two Light Magic spells clash, it produces a flash of light that lasts 3-5 seconds, giving blindness to anyone looking in that direction. (Effects Anyone)
(probably wouldn’t add the blindness effect, but instead just glares the screen if you look in that specific area)
E
When Poison Magic (Spell not cloud) hits a Heat Magic, it produces an explosion that applied charred. (Damages Anyone)
Damage = Heat Spell + Poison Spell + Charred
M
When Metal Magic is hit by a Heat Magic or Lightning Magic, it gets a damage boost and applies those effects. (Metal User is Immune)
*Base Damage = Metal Spell + 0.2(Lightning/Heat Spell) + Heat Magic Effect
M
When a Water and Lightning Spell collide, the water spell gets electrically charged and water that drips from the spell will now be electrified (Applies paralyzed). (Water User Immune)
*Base Damage = Water Spell + 0.4(Lightning Spell) + Paralyzed
M
When an Acid and Water Spell collide, the Acid Spell gets a size and damage increase. (Acid User Immune)
Base Damage = Acid Spell + 0.4(Water Spell)
M
When a Magma and Earth Spell collide, the Magma Spell gets a size and damage increase. (Acid User Immune)
Base Damage = Magma Spell + 0.3(Earth Spell)
M
When a Wind and Poison Spell collide, the Wind carries the poison along with it, applying the poisoned effect to anyone it hits. (Wind and Poison User Immune)
*Base Damage = Wind Spell + Poisoned Effect
M
When a Heat Magic hits a Wood Spell, the Wood spell appears to be on fire, applying the effect of the heat magic, and halving the range of the spell. (Wood User Immune)
*Base Damage = Wood Spell + 0.3(Heat Spell) + Heat Magic Effect
M
When a Glass/Crystal Spell is hit by a Light Spell, it appears to be glowing (For Crystal it is the color of the variant, for Glass it shines the color spectrum (rainbow)), applying blindness to anyone near or hit by the blast, or debris.
Base Damage = Glass/Crystal + 0.2(Light) + Blindness
EM
When Water Magic hits a Heat Magic, it produces a large cloud of steam that does damage over time for 10 seconds (btw the Water Magic attack isn’t canceled, given that it wins clashes with Fire Magic). (Damages Anyone)
Damage = 0.1(Water Spell + Heat Spell)(Per second) + Scalded
The Water Spell gets modified, so that water that drips from the spell is now steaming and the spell applies scalded. (Water User Immune)
Base Damage = Water Spell + 0.2(Heat Spell) + Scalded
EM
When Earth Magic is hit by Plasma/Fire/Magma, it causes a magma explosion. (Damages Anyone)
*Damage = Earth Spell + 0.3(Heat Spell) + Melting
The earth attack, provided it wins the clash, now appears heated up, and starts producing magma puddles as it moves, as well as applying melting, and will produce magma puddles when it explodes (Possibly make it so if it is heated by plasma, it drips purple/red magma for coolness factor). (Earth User is Immune)
Base Damage = Earth Spell + 0.3(Plasma/Fire/Magma Spell) + Melting
EM
When two Lightning Spells perfectly clash eachother out, it causes a lightning explosion (Instead appears like a lightning strike if they collide near the ground) in the area where they collided, always applying paralyzed. (Damages Anyone)
*Damage = Lightning Spell + Lightning Spell + Paralyzed
If one of the Lightning Spells out clashes the other, it adds the power of the lesser spell to the stronger one, increasing size and damage. (Clash Winner Immune)
Base Damage = Lightning Spell + 0.3(Lightning Spell) + Paralyzed
Feel free to suggest more
-puppykeeper1234
EM
when magma and water come into contact, some pieces of volcanic land appear and gas clouds of ash appear that give petrified to nearby players.