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New Spell Ideas!!!

AuthorMessage
Survivor
May 27, 2009
17
It has been some time since Celestia came out and I think it is time to start thinking about new ideas for spells, especially since Wintertusk is being created. By the way, so excited about that! I have posted these ideas before but I am updating them. I have picked the best nine from my list(YES, I have a list). By the way, please post the ideas like this:

Name of spell
School
Accuracy
Pips
Damage or what it does
Description

Here are some of my ideas. Please let me know what you think of them. I would also like you to post some of your ideas.

First, major schools.

Shine On
Balance
85%
9 pips
740-875 damage to enemy and a minus 50% accuracy
(in a desert)(at night) A street light comes out of the ground and starts to light up just a little bit, then the light leaves the light post and floats over to the enemy. When it touches the enemy, it shines like the sun (not to bright to hurt peoples eyes).

Tangled
Life
90%
9 pips
710-830 damage to enemy
(in forest)(day) Trees and grass appear. Vines come out of the ground and the trees, they then reach out and squeezes the enemy.

Harpy Power (not sure about this title)
Myth
80%
9 pips
825 damage to enemy
(in field)(day) Dark clouds start to form and the sky darkens. A harpy swoops down and scratches the enemy and goes back up.

Beheaded Horseman
Death
85%
9 pips
950 damage to enemy
(in woods)(night) A concrete path and trees appear. A horseman rides down the path (has a pumpkin head, of course) and stops in front of enemy. He then takes his head off and throws it at the enemy.

Forest Fire
Fire
75%
9 pips
500 damage and 400 damage over two rounds
(forest)(night) A forest grows out of the ground with a path of grass facing enemy and catches on fire. The grass catches on fire and leads to the enemy, burning it.

Snowball
Ice
80%
9 pips
790 damage to enemy and stun for two rounds
(in sky)(day) A snowflake falls till it touches a hill and starts to form a small snowball. As it falls down the hill, it gets bigger and bigger until it hits the enemy.

Sparks Fly
Storm
70%
9 pips
1110 damage to enemy and takes away blades
(in field)(night) Clouds form and it starts to rain. Thunder sounds and lightning fills the sky. The lightning splits up and hits the enemy from all angles.

Now, the secondary schools.

Advantage
Star
100%
1 pip
A 25% attack for (any school) for five rounds
You cast the spell and a bubble appears around you. The bubble is the color of the school you picked.

Two in One
Sun
100%
1 pip
A 30% accuracy boost and a 250 damage boost

Step in their Shoes (sorry the title is long)
Moon
100%
1 pip
You turn into any wizards on your team or anyone on the enemy's team and you get their life and cards.

Thanks for reading my ideas and I hope you comment on them. Please post your own ideas.

Blaze Thundercloud, Legendary Conjurer

Delver
Dec 06, 2009
232
Ok, here are my ideas for the School Spells. Come and check my topic for updates on spells etc.

Well, here they are.

Fire
Spell Name: Volcanic Basilisk
Spell Accuracy: 75% (this is the accuracy of fire)
# of Pips: 9
Spell Description: Deals 400 Damage straight on (to one opponent only), and then adds two D.O.T. spells, the first one 190 Base damage over three turns, and the second one 400 Base damage over three turns. That's a total of 990 Base damage.

Death
Spell Name: Werewolf
Spell Accuracy: 85%
# of Pips: 9
Spell Description: 600 Damage to (single) opponent, convert 2x of the damage to health. After this spell hits successfully, the man-wolf breathes heavily on the target, creating a type of “fear” between the caster and the target. This “Fear” prevents the target from harming, trapping, stunning, debuffing, stealing/removing (wards, auras etc.), and any other interactions with the caster for two straight turns in a row.

ALSO

Spell Name: Lich (It is nothing like a Wraith in any way or shape, look it up)
Spell Accuracy: 85%
# of Pips: 9
Spell Description: Deals 580 (base) Damage to all opponents on the other side. Distributes half of the damage to health for every single ally on your side, so each ally would receive 290 (base) after the spell, including you.

ALSO

Spell Name: Death’s Impact
Spell Accuracy: 90%
# of Pips: 5
Spell Description: Once casted, a black Charm will be placed on the target. The charm will not trigger until the target heals, or is getting healed by an ally of the target. When that happens, the charm will disappear, and whatever health that was supposed to be dealt will be transferred to damage.

Balance
Spell Name: Sphinx
Spell Accuracy: 85%
# of Pips: 9
Spell Description: Deals 615- 655 Damage (Base) and removes all of the targets pips.

ALSO

Spell Name: Equality
Spell Accuracy: 85%
# of Pips: 9
Spell Description: Deals Spiritual Damage.
First attack is Death, dealing 245 (base) damage and converting half to your health.

Second attack is Life, dealing 190 Life Damage.

And third Attack is Myth, dealing 50+240 Myth damage.

That's a total of 725 Damage. (the animations for this spell wouldn't be too long if they did it along the same animations as the Hydra)

Life
Spell Name: Valkyrie (I chose the name not because it is a messenger of Death, but because they are from Asgard, the "Heaven" in Norse Mythology. Because of this, they are sort of Angelic. I've always thought Life magic had an angelic side to their spells.)
Spell Accuracy: 90%
# of Pips: 9
Spell Description: Deals 635 (base) damage to single opponent. After spell hits successfully, the target is “deafened” by the Valkyrie’s song and will not be able to heal for two turns in a row. If the target tries to heal, it will work just like a stun.

ALSO

Spell Name: Life’s Grace
Spell Accuracy: 100%
# of Pips: 7
Spell Description: Once casted, it gives the target a charm that will float above one’s head. The charm is not triggered until the death of the target. Once the Target is defeated, the charm will disappear and distribute 800 Health to the defeated target, reviving him automatically.

Myth
Spell Name: Griffin/Gryphon
Spell Accuracy: 80%
# of Pips: 9
Spell Description: Three attacks in one spell. First attack is 30 Damage.

Second attack is 230 Damage, and the last attack is 630 Damage.
So it would look like this.
30+230+630 for a Total of 890 Damage.

ALSO

Spell Name: Reverse
Spell Accuracy: 100%
# of Pips: 3
Spell Description: You can change the starting position of the battle triangle at will.

Ice
Spell Name: Great Bear/Ice Bear/ Giant Bear etc. (Amarok probably wouldn't work because it would look too similar to the Ice Hybrid pet you get when you mix Collosus and Orthrus.)
Spell Accuracy: 80%
# of Pips: 9
Spell Description: Deals a base number of 580-640 (base) Damage to a single opponent. After the spell is casted, the Bear roars ferociously at the target, creating a light blue charm over the target’s head. The charm will not be triggered until the target uses a spell. The charm is based off of the number of pips the target uses in his next spell, and would deal 50 Damage per pip the other uses. The charm works only one time and will be created again if the same spell is used.
Ex. You cast the bear onto the opponent (It’s 1v1 obviously), and it deals 660 Damage. The opponent in the same turn attacks you back with a kraken, but before the opponent casts the spell, the charm will activated and will deduct 200 health from him (Because 50x4 is 200.) added onto the original attack. (I can't really go lower than the damage I have on there because Collosus is just 20 points under, it would be a waste of pips then.)

ALSO

Spell Name: Shieldstorm
Spell Accuracy: 100%
# of Pips: 1
Spell Description: Once casted, a -20% tower shield goes to all of the players on your side of the triangle.

ALSO

Spell Name: Reflection
Spell Accuracy: 80%
# of Pips: x (Based on how many pips you use, it Reflects 125 damage per pip)
Spell Description: Reflects Damage 125 per pip.
Ex. You cast Reflection; you had two (normal) pips. That is 300 Damage that will be reflected. The opponent casts Fire cat on you, and it does 120 damage. The Damage will hurt you, but will also hurt the caster of the fire cat as well.

Storm
Spell Name: Heavy Fog/Heavy Mist, etc.
Spell Accuracy: 80%
# of Pips: 3
Spell Description: Creates a Dome (ex. Balefrost, Wildfyre, Sanctuary, etc.) over the opponents’ side only that would lower the accuracy of the opponents by 25% for 3 turns. This is between the Aura Aspect and the Global Aspect of general spells. It only affects the opponents' side of the field.

ALSO

Spell Name: Charybdis
Spell Accuracy: 75%
# of Pips: 9
Spell Description: Does a total of 970 (Base Damage) and The caster will be able to see what the target casts for the next three turns.

Here are some more.

Storm
Spell Name: Charybdis (The Fatal Whirlpool in the Odyssey)
Spell Accuracy: 70%
# of Pips: 9
Spell Description: This spell is particularly an AoE spell (which means this spell does damage to everybody on the other side). Though, the amount of damage it does relies on how many people are on the other side.
1 Person on the other side- Damage dealt is 530
2 People on the other side- Damage dealt is 630
3 People on the other side- Damage dealt is 730
4 People on the other side- Damage dealt is 830

I have also expanded on some of the other spells for Wizard101.

For the School of Balance

Spell Name: Equillateral Blast
Spell Accuracy: 85%
# of Pips: 9
Spell Description: The Equillateral Blast deals a total of 125 Damage of each school onto the Target.
125 Fire Damage
125 Storm Damage
125 Ice Damage
125 Balance Damage
125 Myth Damage
125 Life Damage
125 Death Damage
For a total of 875 Damage (base) overall.

Death
It's a Global spell, and I don't exactly know if it would be just for Death only, but here it is ...

Spell Name: Sacrifice
Spell Accuracy: 85%
# of Pips: 5
Spell Description: Once casted, a dome appears over the whole battle triangle. Unless changed, the effects of this spell are 65 points of Death damage deducted from everybody on the Battle Triangle per turn.

Life

Spell Name: Caladrius (A white bird that is known in Mythology for curing diseased nobles and peasents)
Spell Accuracy: 90%
# of Pips: 6
Spell Description: Deals a Value of 1000 to One player.
First turn (Beginning Heal): 400 Health
Second Turn: 300 Health
Third Turn: 200 Health
Fourth Turn: 100 Health

Here's another type of Spell I forged up, hope you like it as well.

Life
Spell Name: Natural Protection
Spell Accuracy: 85%
# of Pips: 5
Spell Description: Once the caster casts it on his/her own side, a Ward appears on the target. If anybody on the other side tries to harm the target with the ward attached, the damage will be transferred to health. The ward will stay on for three turns. It can be pierced by Myth spells and/or Stolen by Ice Spells.

Fire
Spell Name: Sun Trap
Spell Accuracy: 90%
# of Pips: 1
Spell Description: It gives a 20% Trap to Fire on the target, and wards the Caster with a -30% Shield for Fire.

Spell Name: BlazeFury
Spell Accuracy: 95%
# of Pips: 3
Spell Description: Caster can see what the target is using for Three rounds.