lead to a "tic tac toe" outcome where the first player always wins
The first player in tic tac toe doesn't always win... if played right then there is never a winner. If a player messes up then the other player can win regardless of moving first or second.
Anyway, here's the combos (although none of this includes any defensive sort of spells other than lowering accuracy)...
- Fire + Earth - Lava (not sure what the effect would be... maybe offensive, but I can see it being used defensively (especialy to lower the opponent's speed))
- Fire + Water - Steam (lowers the opponent's (or both playerss) accuracy and perhaps does some damage) or Boiling Water (offensive spell)
- Fire + Air - Embers (maybe an offensive spell)
- Fire + Fire - maybe Explosion? Or an extremely powerful Fire attack (offensive spell, perhaps damaging the user as well)
- Fire + Ice - weak Water spell, practically useless
- Fire + Light - Solar Flare (damages as well as lowers accuracy)
- Fire + Lightning - Meteor (offenseive spell). Meteors really don't have anything to do with lightning, but both shoot out of the sky extremely quickly
- Fire + Darkness - Black Flame (no idea what that does)... or Hellfire (Darkness taken to be evil)
- Earth + Earth - Earthquake (possibly damages the user as well as the enemy)
- Earth + Water - Mud / Quicksand (lowers opponent's speed)
- Earth + Air - Sandstorm (does damage to the opponent (or both players), as well as lowering the opponent's (or both players's) accuracy)
- Earth + Ice - Tundra (not sure what that does) or perhaps Crystal (again, not sure what it does)
- Earth + Light - no idea
- Earth + Lightning - no idea
- Earth + Darkness - Eclipse (not sure what it does... maybe lower both players's accuracy)
- Water + Water - Tsunami or Flood (damages both players as well as having an after-effect)... or perhaps Maelstrom (maybe a continuous attack)
- Water + Air - Fog (lowers opponent's (or both player's) accuracy)
- Water + Ice - Cold Water (offensive spell)
- Water + Light - Clear Water (maybe increases the user's accuracy)
- Water + Ligtning - Hydrolysis (not sure what it would do) or perhaps just a powerful Lightning attack using the water as a guide
- Water + Darkness - Murky Water (maybe decreases the opponent's accuracy)
- Air + Air - Tornado or Hurricane (offensive... maybe damages both players)
- Air + Ice - Diamond Dust (offensive and maybe lessens accuracy)
- Air + Light - no idea
- Air + Lightning - Static (makes the target (or perhaps both players) more prone to Lightning attacks)
- Air + Darkness - no idea
- Ice + Ice - Blizzard (damages as well as lowers accuracy)
- Ice + Light - Rainbow (not sure what it does)
- Ice + Lightning - Aurora (not sure what it does)... Aurora has nothing to do with Ice really, or even Lightning... so maybe this is a bad idea
- Ice + Darkness - no idea
- Light + Light - powerful light attack
- Light + Lightning - no idea
- Light + Darkness - no idea
- Lightning + Lightning - Thunder (a powerful offensive spell)
- Lightning + Darkness - no idea
- Darkness + Darkness - Conceal (lowers opponent's accuracy) or a powerful Darkness (perhaps evil) attack
Also, I suggest you add 9 more spells... single element spells (weaker than using 2 of the same element, but without any negative effect) and no element at all (more like a "pass" option, allowing the player to not waste any element that turn)
And maybe even instead of using combinations, you use permeatations. Fire + Earth might be Lava, but Earth + Fire might be something entirely different. In fact, that could add to the whole fact that some elements (like Earth) might have a defensive nature while others (such as Fire) might have an offensive nature... use Fire in combination with Earth for an offensive attack... use Earth in combination with Fire for a defensive attack.
If you do all of this, you'd have a total of 65 spells... which would take more planning but the player would have many more options and it could add a whole new level of strategy.
Edited by dannyjenn, 07 May 2012 - 02:27 PM.