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Light Magic!

AuthorMessage
Defender
Nov 12, 2013
110
Light magic and shadow were the originals and it was lost to time(much like shadow), the celestials attempted to harness its power but not to its full capability, that's why we have sun, moon, and star which are denominations that are branched off. Since we're talking about a whole other magic we'll need a whole other pip! The Grand Pip! It can be blue or purple and its slightly bigger than power pips, and it doesn't work for just only light magic but also every magic! except shadow. Yep it'll be worth a whopping 3 pips for normal usage and 1 for the light school, but the MAXIMUM percentage should be no more than 15%, this is accounting for gear that give the grand pip bonus much like the new dark moor gear, the base should the same as shadow, 5%? I really don't know because I have never learned shadow.

So you know how shadow creatures are summoned behind you? Well light creatures are summoned in front of you to absorb damage, the more they absorb the greater the power, they last for 3 rounds then attack. Obviously they won't absorb all damage, they'll probably have an absorb limit or a percentage like 5%-15%.

Heavenly Angel: 1 GP attacks all enemies for 450 light damage & -25% accuracy to all ; absorbs 5%
Glorious Paladin: 1 GP attacks single target for 880 light damage & -85% to next incoming attack;
absorbs 10%
Light Sentinel: 1 GP attacks single target for 650 light damage + stun; absorbs 15%

Survivor
Mar 03, 2011
3
Defender
Nov 12, 2013
110
For polymorphs like shrike instead the light mancer would replace an equipment item temporarily for 5 rounds with another, like a spear, legendary armor, or maybe even call a second pet!

Archangel's Pike & Saber : +15% pierce, +15% accuracy, +10% critical for 3 rounds; +5% pierce & +10% accuracy to all friends for each successful critical attack
High Priestess's Talisman & Ring: +35% outgoing, +15% incoming for 3 rounds; +35% next incoming heal to all friends for every successful critical heal
Shining Guardian's Armor, Shield, & Gauntlet: +25% resistance, +85% stun resistance, +100 block for 3 rounds; -20 incoming damage to all friends from successful critical block

Shadow-forged weapons are clever, but for light it introduces a whole new equipment type! Gauntlets! Basically they are gloves that the wizard wears on their non-dominant hand, like a second wand, that imbues the wizard with a mystical ancient energy. It would probably give advanced wand attacks like a double or even triple attack and stat boosts mainly block, pierce, damage, and GP percentages.

Survivor
Jul 28, 2013
13
I think light magic should start at level 50 or higher, but not too much and the resist should be 25% or 30% but the lower resist should be for lower leveled wizards.

Hero
Aug 18, 2011
776
We already have "Light Magic"

Astral magic is light -- Sun, Star, Moon. It starts at level 50. Shadows are dark, but can't exist without light. Shadow magic is like the "dark side" of Moon and Star.

Defender
Nov 12, 2013
110
I'm updating my second entry. These light morphs, as you might say, are known as transfigurations. They replace an item you have equipped with a different item with different stats, which is its negative effect. Successful meaning that you critical but it doesn't matter if it is blocked.

Archangel's Pike and Saber: 1 GP; Replaces current wand and athame; +15% pierce, +15% accuracy, & +10% critical chance for 3 rounds; +5% pierce, +10% accuracy, +15% damage to all friends for each successful critical attack

High Priestess's talisman and ring: 1 GP; Replaces current amulet and ring; +35% outgoing, +15% incoming for 3 rounds; +35% incoming trap to all friends and -65% outgoing charm to all enemies for each successful critical heal

Shining Guardian's Armor, Shield, and Gauntlet: 1 GP; Replaces current robe, wand, and gauntlet; +35% resistance, +85% stun resistance, +150 critical block for 3 rounds; -20% incoming to all friends for each successful critical block;
1 stun shield to all friends for each successful stun resisted

The Winged Sandals of Mercury: Replaces current boots; Grants the ability to act first in a turn for 3 rounds; If one side has 2 players with this active and the other side only 1, the team with only 1's player will begin, then switch over to players on the side with 2. If there is an even number of players with this active on opposite sides, the player with the highest evasion rating will start, if it is a tie then it will be random.

Evasion is a new feature in the game. It allows a player to completely avoid negative effects, such as damage, a weakness, or a trap. The highest percentage possible for a player is 5%. A player can evade the damage of a spell, but there is a separate chance that they will evade the affect.