>>27289
>>27303
>>27304
Before looking more complicated status effects, why won't you work something simpler.
Look at the two different ways Final Fantasy treats Zombie status:
>In some games, Zombie status reduces the character's HP to 0 and makes the affected character uncontrollable and hostile to the party, similar to Charm. In these games, a zombified character is flagged defeated for the purpose of Game Overs.
>In other games, Zombie status makes the afflicted characters undead, acquiring the same inherent weaknesses, resistances and immunities as undead monsters, while leaving them alive and under player control. Typically, this means that healing magic (and some healing items), HP and MP drain and some Instant Death effects have the reverse effect. The reviving items and spells have the same effect as Death (though in some games it simply deals a significant amount of damage). The spell Reverse in Final Fantasy XII bears some similarities to this status. In some games, Zombie status cuts physical damage taken.
>In some games, such as Final Fantasy V and Final Fantasy VI, both versions of the status condition appear, with the former known as Zombie and the latter referred to as Undead.
I prefer the newer effect because there is more interesting things you could do with it and you don't have violate the most basic rule in this game (character don't move when they have zero HP). Also, FF9 did something interesting by making it the persist after death making it necessary to cure it before reviving the character.
Here are some of my ideas:
>Mana Shield
Damage taken is deducted from MP instead of HP. When MP reaches zero, the status is removed.
>Blood Magic
Spells cost HP instead of MP.
>X Magnet
X element spells will target afflicted character.
For the spell crafting, I reminded of an analogy for how parents pass their genes. People have the misconception that a child would be like mixing two even parts of two different colors. It is more like shuffling two decks of cards together and cutting them in half with card representing traits. Some cards more likely to be paired with other cards while some cards would be over-shadowed or overpower other cards.