-snip-
I think some of the ideas are interesting. Some comments
- I think having a lot of the same spells with slightly different effects depending on the element doesn't quite fit with AVWW, the idea is supposed to be the different elements provide completely different play styles, so maybe just pick one or two from each of the sets.
-All of the expensive spells seem good enough to invalidate low mana heroes. In addition, I don't really feel that spells can be more powerful by including a consumable ingredient since it would just enough farming then spamming. Perhaps a better alternative would be to put them on long shared cooldowns.
-I like a lot of the ideas in the basic attack spells, however, I don't think health leech belongs in this sort of game. The whole idea with health is that it's hard to come by and even just 1% of my high damage spells would be enough to restore about 20% of my health.
-The buff ideas I quite like, with the exception of the Gambling. Mostly because I can see it just involving standing outside a door to a boss room, casting Gamble seeing what happens, if you don't get a good one wait around for a minute and try again.
- I like the idea of spells that cost health to maintain though, would give a good risk versus reward incentive and provide another reason to pick high health characters.