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Levels 80-90 Spells

AuthorMessage
Delver
Sep 20, 2009
275
My new and improved levels 80-90 spells. Please Enjoy Everyone. OwO

School Spell:

Thunderbird: (Storm, Rank 10, 70% Accuracy, Damage Type, 1011 Storm Hit over 3 rounds all enemies and +15% Storm Accuracy next 3)

Hephaestus: (Fire, Rank 10, 75% Accuracy, Damage Type, 900-1000 Fire Hit and Steal 1 +Ward and +Charm)

Excalibur: (Ice, Rank 10, 80% Accuracy, Damage Type, 915 Ice Hit all enemies and -90% Damage next spell all friends)

Ouroborus [Urosoborus]: (Balance, Rank 10, 85% Accuracy, Damage Type, 310 Elemental or Spiritual Hit all enemies and +35% Hit all friends)

Gaia [Gaea]: (Life, Rank 10, 90% Accuracy, Heal Type, 255 Life Hit all enemies and 600+1200 Heal over 3 rounds all friends and 800 Absorb)

Valkyries: (Death, Rank 10, 85% Accuracy, Damage Type, 805-905 Death Hit and Dispel next Heal all enemies)

Griffin: (Myth, Rank 10, 80% Accuracy, Damage Type, 170 Myth Hit and 780 Myth Hit and Remove 1 +Charm all enemies)

Astral Spells:

Polymorph Bats: (Moon, Polymorph into Storm Bats)

Polymorph Genie: (Moon, Polymorph into Fire Genie)

Polymorph Wyvern: (Moon, Polymorph into Ice Wyvern)

Polymorph Angel: (Moon, Polymorph into Balance Angel)

Polymorph Dryad: (Moon, Polymorph into Life Dryad)

Polymorph Pirate: (Moon, Polymorph into Death Pirate)

Polymorph Frog: (Moon, Polymorph into Myth Frog)

Ultimate: (Sun, +300 Hit and +30% Accuracy, Level 88

Third Eye: (Sun, +35% Accuracy and +20% Pierce, Level 85

Blind-Side: (Sun, +750 Hit for -10% Accuracy, Level 85

Green Thumb: (Sun, +500 Heal 1 spell, Level 83

Magic Touch: (Sun, +750 Heal 1 spell, Level 88

Holy Light: (Sun, +850 Heal 1 spell, Level 90

Immortality: (Star, -75% Incoming Hit for 4 rounds, Level 88, Gold)

Soothe: (Star, +30% Outgoing Heal for 4 rounds, Level 85, Silver)

Flash: (Star, -20% Accuracy Incoming Hit for 4 rounds, Level 83, White)

Bombard: (Star, +30% Outgoing Hit and +25% Critical for 4 rounds, Level 88, Black)

Cosmic: (Star, +10% Outgoing Hit, Accuracy, Heal, Pierce, Critical for 4 rounds, Level 90, Purple/White/Pink)

Utility Spells:

1. Mass Blade (Level 80, O pips)
2. Mass Trap (Level 82, O pips)
3. Utility #1 (Level 85)
4. Conversion (Level 90, 2 Pips)

Storm:
Mass Stormblade: (Charm, +30% Storm Hit for 3 spells)
Mass Storm Trap: (Trap, +25% Storm Hit for 3 spells)
Positive Negative: (Manipulation, 1 pip, Remove All +Charms or Remove All -Wards)
Storm Convert: (Conversion, Convert Incoming Hit to Outgoing Hit, Purple Shield with gold arrow pointing away from storm symbol)

Fire:
Mass Fireblade: (Charm, +35% Fire Hit for 3 spells)
Mass Fire Trap: (Trap, +25% Fire Hit for 3 spells)
Flare Bomb: (Global, 4 pips, +300 Hit for every DoT round, Dome made completely of multi-colored fire with wisps floating down)
Fire Convert: (Conversion, Convert Incoming Hit to Outgoing DoT, Red Shield with orange arrow pointing away from fire symbol)

Ice:
Mass Iceblade: (Charm, +40% Ice Hit for 3 spells)
Mass Ice Trap: (Trap, +30% Ice Hit for 3 spells)
Frozen Fire: (Manipulation, 3 pips, Move all DoT to enemy with 3 rounds Ice Hit, All DoT gets placed on random enemy, and all DoT are converted into Ice Damage with 3 rounds)
Ice Convert: (Conversion, Convert Incoming Hit to Absorb, Light Blue Shield with white arrow pointing away from ice symbol)

Balance:
Mass Balanceblade: (Charm, +25% Hit for 3 spells)
Mass Hex: (Trap, +30% Hit for 3 spells)
Essence: (Manipulation, 5 pips, 900 Heal and 600 Mana over 3 rounds, Green and Blue wisp circles character)
Balance Convert: (Conversion, Convert Incoming Hit to Outgoing Hit or Incoming Heal, Tan Shield with crimson arrow pointing away from balance symbol)

Life:
Mass Lifeblade: (Charm, +40% Life Hit for 3 spells)
Mass Life Trap: (Trap, +25% Life Hit for 3 spells)
Reincarnate: (Manipulation, 8 pips, +75% Health after Faint, Golden and White wisp circle around character)
Life Convert: (Conversion, Convert Incoming Hit to Incoming Heal, Green Shield with brown arrow pointing away from life symbol)

Death:
Mass Deathblade: (Charm, +40% Death Hit for 3 spells)
Mass Death Trap: (Trap, +30% Death Hit for 3 spells)
Death Touch: (Damage, 6 pips, -50% Health on healthiest enemy, Black wisp attacks enemy)
Death Convert: (Conversion, Convert Incoming Hit to Outgoing Drain, Black Shield with white arrow pointing away from death symbol)

Myth:
Mass Mythblade: (Charm, +35% Myth Hit for 3 spells)
Mass Myth Trap: (Trap, +25% Myth Hit for 3 spells)
Legendary Eye: (Manipulation, 5 pips, Stun all enemies for 2 rounds and Remove all Stun Shields)
Myth Convert: (Conversion, Convert Incoming Hit to 10% Damage all enemies, Gold Shield with royal blue arrow pointing away from myth symbol)

Thank You For Reading.

Mastermind
Dec 11, 2011
333
You gave Fire's ability to Ice and Storm. And BTW. If we are getting attack spells, I don't think we are getting utilities as well.

-Gtafreak101


Survivor
Jul 10, 2012
16
Um that death spell is way under powered. What about the whole steal health thing?!

Delver
Sep 20, 2009
275
cpranner wrote:
Um that death spell is way under powered. What about the whole steal health thing?!


First of all, Death isn't a powerful school from the beginning. It was made that way. And stealing health is called Drain, and Death spells follow a pattern, Dr. Von's Monster was a Drain spell so the next Death school spell would be damage. Make sure you know your facts before criticizing someone.

Delver
Sep 20, 2009
275
gtafreak101 wrote:
You gave Fire's ability to Ice and Storm. And BTW. If we are getting attack spells, I don't think we are getting utilities as well.

-Gtafreak101



Ok first of all, just because one Fire Spell (Efreet) has -90% damage doesn't make it Fire's ability. Ice is the best defensive school and it has way more damage absorbing and decreasing spells, that's why Ice deserves one. And Storm has the lowest accuracy of all schools, so raising accuracy isn't a Fire ability. Smokescreen (a Fire spell) decreases enemy accuracy. It doesn't raise accuracy. And Akhirito guy made a post and he included Utility Spells along with School Spells, so why don't you criticize him too?

Squire
Feb 29, 2012
502
I like the damage over time part on the Storm spell, but I think that the accuracy thing isn't really needed because at this level, if you don't have gear to boost accuracy, you probably wouldn't last a match.

Also, by this point many people have either full Waterworks gear which gives 22% accuracy, boosting it up to 92% or some other clothes that help.

Personally a higher damage for the damage over time wouldn't be unfounded in my opinion. If we had a DoT with high hits (read the next part carefully all ye incredulous) with no special effects that would really help.