It's been a while since I made some fan fiction. I came up with to mage towers, one trading damage for reliable crowd control, and another focusing more on dps while having some utility as well. I hope you like them.
SHINE
Basic concept: the Seemingly Harmless Illuminationradiationinstallation No. E-3P, or SHINE in short, is a just a small triangular platform on the ground. It looks ancient, like a remnant of an old temple, yet it's very modern and complex, and very misterious. When you build the tower, a small grassy hill, complete with patches of flowers and butterflies, starts to form, on top of which the triangular platform rests. It has one little barling on every corner of the triangle. A mysterious, tall women operates the complex installation by just standing on top of it. She can channel the power of the triangle through her body, enabling her to cast illuminating balls of light. The woman wears a dress which has a black and a white strap divided diagonally, and brightly colored butterflies all over it. The balls of light are white in the middle, but the surface is colored brightly, often changing colours (the color of an orb cycles randomly through the colors of the rainbow).
The lightballs move incredibly slow. when attacking from max range, the woman can cast two more balls before the first one has hit its target. As such, the tower is bad at catching leaks. To make up for that, it has lots of range potential. Whenever an enemy has died while a lightball is still on it's way to hit that enemy, the ball will indepently seek a new target within a range of 'average', and throw itself at it, much more quickly this time. An enemy can't be targeted by more than one ball at once, thus the tower will spread it's attacks out over a couple of enemies. The balls of light briefly slow enemies too.
damage: 40-65 magic damage. Applies a 80% slow that decays over 2 seconds.
fire rate: average
range: long. light balls that have to seek a new target use a range of average.
cost: 300
1. triquetrous prisms (3s): the misterious lady snaps her fingers and three prisms will appear. They will each fly to one of the barlings on the triangular installation and plant themselves into the barlings. every 3 seconds, one of the prisms will fire a lightbeam that is either white or colored in one of the colours of the rainbow (the chances for this are random and it's only there for visual flair). The beam stuns the target for 1/2/3 seconds and blinds all enemies in a small area around it for 4/7/10 seconds. Blinded enemies have a 15/25/25% of missing their attacks. After an enemy has been stunned by a lightbeam, it will be immume for this ability for 9 seconds.
Cost: 250/250/250
2. butterblast (22s): the triangle emits a brightly colored, butterfly-shaped rune as large as the range of the tower. After a brief delay, the rune flashes violently and immediately starts to fade away again. This flash deals 90/150/210 magic damage to all enemies it hits. Enemies that are slowed or blinded will also be stunned for 1/2/3 seconds.
Cost: 300/200/200
Sandstream Summoner
Basic conept: the sandstream summoner summons upwards streams of sand out the ground right under an enemy, kind of like a geyser. This stream of sands lifts the enemy into the air before plummeting down again. The enemy is left airborne, and has no other choice than to accept the fact that he will fall back to the ground. This deals aditional physical damage in a very, very small area around the enemy, as well as to the enemy itself.
damage: 75-125 magic damage + 15-35 physical area damage
Fire rate: very slow
Range: long
Cost: 400 gold
1. moustachenose mole (passive): The sandstream summoner summons a mole-like creature that helps in combat. It has the following stats (and a specuactular moustache):
Health: 400/500/600
Damage: 30-50/50-70/70-90 physical single-target damage.
Armor: low/low/low
Respawn time: 10s
speed: very fast (the mole can dig itself underground like Karkinos)
special ability (25s): the mole creature stomps the ground, creating a sand stream under every nearby enemy which deals 50%/75%/100% of the tower's basic attack damage.
Cost: 350/150/150
2. walls of sand (16s): A rectangular wall made out of sand rises from the ground. It starts moving foreward (roughly at the pace of Alric's sand warriors), pushing enemies along with it. The wall will continue shoving down the road until a total of 4/5/6 enemies are dragged along with the wall, or after around 4 seconds. The wall will then crumble and scatter and a wave of sand will overflow nearby enemies, dealing 55/80/105 magic damage and slowing the enemies by half for the next 2/3/4 seconds.
Cost: 250/250/250
These towers are prolly OP but eh, whatever.