Welcome to the Wizard101 Message Boards


Player Guide
Fansites
News
Game Updates
Help

Follow important game updates on Twitter @Wizard101 and @KI_Alerts, and Facebook!

For all account questions and concerns, contact Customer Support.

By posting on the Wizard101 Message Boards you agree to the Code of Conduct.

"New" Wizard Class Idea

AuthorMessage
Explorer
Dec 14, 2008
69
Light Wizard and Dark Wizards

(Skip this paragraph to read the requirements and mechanics of the classes)
The properties of light and dark are not clearly understood, and so to protect wizards from the potential dangers, the study of which was prohibited. Recently however, astonishing breakthroughs have lifted the tightly controlled ban in favor of a moderate one that merely disallows young beginners from tampering with these powers for the time being. But such is the potential of Light and Dark that Ravenwood does not yet offer it is a acceptable school of magic, however there are certain researchers that would tutor you, interested to see what you might discover…

The requirement to make such a class would be a level 50+ level wizard simply because not everyone should have immediate access to them as their mechanics are too advance for a player new to the game. These two new wizards are meant primarily as dueling wizards, but they are compatible in pvm (more commonly known as pve; pvm is player versus monsters and pve is players versus environment, as in everything that isn’t pvp).

Simply the properties of both wizards are generation and degeneration; they give and they take.
They don't have any blades and traps themselves, but they can reverse them on their target. This includes shields, traps, hots, dots, blades, and accuracy boosters.

Exmp1: An enemy life wizard puts a hot on them while the enemy fire wizard puts a dot on you, you have the power to reverse the dot on you into a hot and the hot on the life wizard into a dot.
Exmp2: (my math is assuming that it is ((x(the first 1.%))(the second 1.%)) if adding and ((x(the first 0.%))(the second 0.%))) A storm wizard places on himself a storm blade and places on you a storm trap. You are able to reverse the 30% blade into a 30% weakness and the storm trap on yourself from a 25% trap into a 25% shield. And assuming he cast immediately after a storm shark, instead of doing 609 damage (assuming the base was 375) and would now instead do 196 damage (again assuming the base was 375).

However a curious mechanic I have thought of that separates the two from each other is that they cannot harm one another. Light may fight light and dark may fight dark, but if light were to fight dark and dark was to win then it would upset the balance of the forces of nature that dark be more powerful than light. But if storm was to fight light, it would not upset the balance because a storm may cover the lands as light may be able to pierce the clouds and shine once more upon them. However, they both are allowed other schools to fight with so that in the end, it was not light that defeated dark, it would’ve been storm or fire or whatever else was used and vice versa.

Light and Dark wizards can only make light and dark blades by converting weaknesses into them. The same works for all of their traps, though they convert traps into shields of their corresponding nature so that ice traps turn into ice shields but ice shields turn into light traps.

Some of the spells I have thought of are listed below (I’m not sure if it is the proper term, but I’ll use rank 0 as describing a spell that requires no pip empowerment).

Light/Dark Wizard Spell Examples:
Rank 0-Illumination/Darkening – converts one shield on the target into light trap.
Rank 0-*<error 404> name not found* -- converts one blade on the target into a weakness
Rank 0-*<error 404> name not found* -- converts one trap on self into shield of the same class.
Rank 1-Day/Night – activates an aura that increases spell damage by 10% (only 1 aura activated at the time allowed)
Rank 1-*<error 404> name not found* – activates an aura that increases spell resistance by 10% (only 1 aura activated at the time allowed)
Rank 1-*<error 404> name not found* -- activates an aura that increases heals caster10% of spell damage done to target
Rank 1- *<error 404> name not found* -- activates an aura that gives 3% spell resistance, 3% increase in spell damage, and 3% of spell damage done to target heals the caster for that amount.
Rank 2-Darklight – Converts a light spell into a dark spell and vice versa
Rank 3-Lightbringer/Darkriser – Summons a minion of light/dark
Rank 4-Nova/Void—Creates a nova/void that deals x amount of damage to all enemies
Rank 5-Arrow of Light/Dark – creates an archer of light/dark who shoots a fatal arrow into the heart of his enemies.
Rank 7- Seven Seals – You place seven seals on a target and after each turn one breaks, dealing larger and larger amounts of damage until the last seal which deals the largest amount yet.