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The 8th school ideas

AuthorMessage
Defender
Apr 27, 2009
127
Here is mine:

The Avian school

This school is based on power (like storm) with an accuracy of 75%. It is fabulous for duels. (Birds are the theme of this school)

List of spells:
Enchanted Crow: 100-140 damage: 1 pip
Woodpecker: 190- 260 damage: 2 pips
Pecking Order: 310- 395 damage
Hummingbird: 500 damage over 3 rounds: 4 pips
Avian Trap: +25% damage next avian spell: 0 pips
Flock: +25% all avian spells (global): 2 pips
Double trouble: Attack twice in one turn: 3 pips**
Avian Ambush: 300- 360 damage: 4 pips
Falcon: 660- 740 damage: 6 pips

Avianblade: +30% next avian damage spell: 0 pips
Griffin: Take 210 damage, deal 500 damage: 4 pips**
Talon: Deal 200 damage, heal 400: 3 pips
Pip Savior: Next spell takes half the pips (self only): 1 pip**
Robin: 520- 610 damage: 5 pips
Avian minion: Summon a minion of avian: 1-4 pips
Raven: 110 damage per pip: X pips**
Nesting: -50% damage next spell all allies: 1 pip
Ward Conversion: Convert trap to shield of 70%: 1 pip
Vultures assistance: Give your pips to ally (Max. 5): X pips ->5 pips**
Eagle: 610 damage all enemies, remove 5 pips: 7 pips
Charm relay: Turn enemy blade into weakness of blade amount: 0 pips
Owl's Armor: Absorb 100 balance damage per pip: X pips** (yay finally! lol)

Avian shield: -80% next avian damage: 0 pips
Seize minion: Sacrifice minion for 465 damage: 1 pip
Love birds: Increase minion damage resistance by 40%: 1 pip
Serenity: Reduce threat on target: 2 pips

**- denotes a spell that might require work or might be fit suitable for the game

So....what do you think??



Survivor
Jun 05, 2009
2
i like the bird thing but lower its power just a LITTLE bit it wont be fair to other classes

Survivor
Apr 15, 2009
16
I love birds! I would totally be in this school! :) :-) :D :D

Kayla DragonHeart Magus Pyromancer Level 36

Defender
Apr 02, 2009
104
I got an idea. Here it is!


The Light School

Light Wizards have high health and a variety of spells, however their spells aren't too strong. Based on light and angels. Most spells other than traps blades and other enchantments are 85 percent accuracy.


Flash - 70-120 1 pip
Sunburn - 200 over three turns 2 pips
Blind - Stun 2 pips
Sunny Day - +30 percent to next Light spell to all 3 pips
Light Trap - +30 percent to next Light spell 0 pips
Light Blade - + 30 percent to next Light spell 0 pips
Heavenly Light - 75 damage per pip X pips
Warrior Angel - 365 damage 3 pips
Mercy - 200 damage to you, and 500 health to all friends, or 200 damage to you, 500 damage to all enemies 5 pips
Light Barrier - Absorb all damage over 3 turns 5 pips
Absorb Light - 650 damage to target, 400 health to you 6 pips
Commanding Hand - 625 damage to all enemies and stun 7 pips
Shadow Cloak - Dispell next light spell 2 pips
Light Burst - Chance: 500, 750, or 1000 damage to target 4 pips 20 percent
Bountiful Light - 850 Health to all
Magnify - +80 percent next spell to target, +50 percent next spell to you
2 pips
Rain of Arrows - 100 damage to all enemies, and 500 damage to target
4 pips ( 100 to everyone, then 500 to the person you cast the spell on )
Glowing Armor - -90 percent to next spell, and +40 percent to next spell, to target 2 pips ( one shield one trap )


Plz post about my idea!

Survivor
Feb 08, 2009
45