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New Astral Spells!

AuthorMessage
Survivor
Nov 21, 2009
27
Alright, I have come up with some New Ideas for the Astral, Lunar, and Solar Spells.

School: Star
Accuracy of Spell: 100%
# of Pips Required: 0
This particular aura spell increases the boost on your healing spells by 25%. It will be labled on you for 4 turns.

School: Lunar
Accuracy of Spell: 100%
# of Pips Required: 0
This spell will allow you to turn into a Minotaur. The Minotaur will be able to cast sprite, earthquake, minotaur, pierce, cleanse, and tower.

School: Solar
Accuracy of Spell: 100%
# of Pips Required: 0
This spell will enhance any specific healing card by 100 Health Points.

Survivor
Aug 20, 2009
28
Those seem really good ideas.

P.S. you got the astral school names wrong

Star: that name is correct
Lunar: its not called lunar its called moon
Solar: its called sun


Astrologist
Aug 13, 2009
1087
Ruggz wrote:
Alright, I have come up with some New Ideas for the Astral, Lunar, and Solar Spells.

School: Star
Accuracy of Spell: 100%
# of Pips Required: 0
This particular aura spell increases the boost on your healing spells by 25%. It will be labled on you for 4 turns.

School: Lunar
Accuracy of Spell: 100%
# of Pips Required: 0
This spell will allow you to turn into a Minotaur. The Minotaur will be able to cast sprite, earthquake, minotaur, pierce, cleanse, and tower.

School: Solar
Accuracy of Spell: 100%
# of Pips Required: 0
This spell will enhance any specific healing card by 100 Health Points.


Good ideas.

Survivor
Dec 12, 2009
30
Delver
Dec 06, 2009
232
Delver
Dec 06, 2009
232
I can also see where everybody else obtained the idea of Healing boosts for Astral Schools. Nice Outlook ( I also see you adapted my style of writing as well).

- Oran Titanrider, Grandmaster Thaumaturge

Explorer
Jan 17, 2010
77
Ruggz wrote:
Alright, I have come up with some New Ideas for the Astral, Lunar, and Solar Spells.

School: Star
Accuracy of Spell: 100%
# of Pips Required: 0
This particular aura spell increases the boost on your healing spells and absorbs by 25%. It will be labled on you for 4 turns.

School: Solar
Accuracy of Spell: 100%
# of Pips Required: 0
This spell will enhance any healing card and absorbs(if rebirth or absorb spells) by 100 Health Points.


those 2 i like most but also look at my changes of The quote its what they do i added to so more rounded maybe even 2 other higher types say 30% and 40% and 200 and 300.