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The Cosmic Schools: Three New Schools

AuthorMessage
Historian
May 06, 2009
633
The Elemental Schools, the Spiritual Schools, the Astral Shools, the Balance School. These are the forces of Magic the Spiral knows of now. But have you ever thought there might be more in the Spiral? Take the look at these 3 new Schools of supplementary power: The Cosmic Schools!

The Cosmos embody all. They surround all and are present over all. The each of the Cosmic Schools draw power from 1 of the other grouped schools (Elemental, Spiritual, Astral). These Schools are the School of Time, the School of Psychic, and the School of Quintessence.
These Cosmic Schools would be similar to the Astral Schools. They are supplementary to 7 major focuses of Magic to aid your Wizard in the new challenges. Like the Astral spells, they are reserved for the most powerful of Wizards (Level 100+), however they cost between 0-5 pips.

Time Magic
Time is precious. Once lost, it can never be regained, so one must use it wisely. The power of Time draws from the Astral schools, Sun, Moon, and Star, as they are used to calculate the future as well as the best. Wizards of Time magic bend the rules of battle to suit their needs. Time Magic involves slowing things down, deal damage later, changing over time effects, and polymorphs. It can halt the damage of an over time spell, speed up the affect of an over time spell, deal damage rounds later, or even allow you to make the first move!

Delayed
Pips: 2
Accuracy: 100%
Description: Hold one damage over time effect for 4 Rds
-Say an enemy casts Fire Elf on you, dealing damage over 3 Rds. You cast this spell when the Arusa still has 2 Rds left. This spell will not dispel that Aura, but it will delay the damage of the spell for 4 Rds. When those 4 Rds are over, the Aura will continue it's effect accordingly.

Psychic Magic
This school draws power from the Spiritual Schools. The mind is a powerful thing and can do amazing things. This school is all about changing or a new magic, Morphing. Similar to Polymorphing, Morphing does create a change, but leaves a school as is, simply changes it's original effect to an opposite. You can make a heal deal damage, a ward act as a trap and vise versa, a charm be positive or negative etc. Eventually, you could learn a linking spell, that will deal damage not only incoming to you, but effect your enemy. Because of this powerful changing, Psychic Magic has lower accuracy.

Ward Flip
Pips: 1
Accuracy: 70%
Make one Ward's effect the opposite
-Say an enemy casts Fire Shield (-80%), this spell will flip the shield into a powerful trap for +80%. Simple, but handy.

Quintessence Magic
This magic comes from the Elemental powers, a fifth power of elements. It is space and dark energy at it's core. It envolves acceleration, and gravitation. It is a magic that can pull the full extant of power out of a spell, remove global spells, ignore debuffs, improve minions, have enemies attract you, sacrifice buffs to deal heavy damage or even speed up an effect.

Stay tuned for more spells ideas of each class!

Survivor
Apr 18, 2010
23
Explorer
Mar 23, 2013
74
this is very well writen i must say, but saddly, there is a very little chance there will be new schools. if there is a new school/schools KI will most likely have to make a new world to go with it

Survivor
Apr 18, 2010
23
Hollyleafwarrior on Aug 13, 2013 wrote:
this is very well writen i must say, but saddly, there is a very little chance there will be new schools. if there is a new school/schools KI will most likely have to make a new world to go with it
Erm, you do realize that they make at least one new world a year, right? Oh, I also like your name. Warriors is an epic series :3

Squire
Jul 09, 2010
551
I love this idea! I was so sad we didn't get new magic in Wysteria where there was actually a school. The first thing I thought of when I read your post is that it would fit perfectly with the world I asked for a few times here and in Test.

We're sent by Ambrose to a world that has the power of time travel - because he thinks we may be able to save Dragonspyre from ruin after all. The Time world where we'd learn this magic - of which you speak - would be a gigantic quest area and line like CL - first needing our help or work to unlock our abilities to learn their magic - and then would lead to the next major world too - Dragonspyre of Old - the way it was before Malistare destroyed it and made almost all the inhabitants into ghosts Both worlds would have new characters, new story lines - Dragonspyre's would be a divergence from the known story and require a separate World Door, there would be new seeds, reagents, Crafting Teachers & quests, in the first world there are new spells and new pets :D , New housing that looks like the Time world and Dragonspyre before it was ruined.



Defender
Dec 27, 2011
120
This is a very good idea. It would go well with the beginning of the next arc

Antonio, Level 50 Grandmaster Pyromancer

Survivor
Jan 12, 2011
37
Cunning Finnigan S... on Aug 12, 2013 wrote:
The Elemental Schools, the Spiritual Schools, the Astral Shools, the Balance School. These are the forces of Magic the Spiral knows of now. But have you ever thought there might be more in the Spiral? Take the look at these 3 new Schools of supplementary power: The Cosmic Schools!

The Cosmos embody all. They surround all and are present over all. The each of the Cosmic Schools draw power from 1 of the other grouped schools (Elemental, Spiritual, Astral). These Schools are the School of Time, the School of Psychic, and the School of Quintessence.
These Cosmic Schools would be similar to the Astral Schools. They are supplementary to 7 major focuses of Magic to aid your Wizard in the new challenges. Like the Astral spells, they are reserved for the most powerful of Wizards (Level 100+), however they cost between 0-5 pips.

Time Magic
Time is precious. Once lost, it can never be regained, so one must use it wisely. The power of Time draws from the Astral schools, Sun, Moon, and Star, as they are used to calculate the future as well as the best. Wizards of Time magic bend the rules of battle to suit their needs. Time Magic involves slowing things down, deal damage later, changing over time effects, and polymorphs. It can halt the damage of an over time spell, speed up the affect of an over time spell, deal damage rounds later, or even allow you to make the first move!

Delayed
Pips: 2
Accuracy: 100%
Description: Hold one damage over time effect for 4 Rds
-Say an enemy casts Fire Elf on you, dealing damage over 3 Rds. You cast this spell when the Arusa still has 2 Rds left. This spell will not dispel that Aura, but it will delay the damage of the spell for 4 Rds. When those 4 Rds are over, the Aura will continue it's effect accordingly.

Psychic Magic
This school draws power from the Spiritual Schools. The mind is a powerful thing and can do amazing things. This school is all about changing or a new magic, Morphing. Similar to Polymorphing, Morphing does create a change, but leaves a school as is, simply changes it's original effect to an opposite. You can make a heal deal damage, a ward act as a trap and vise versa, a charm be positive or negative etc. Eventually, you could learn a linking spell, that will deal damage not only incoming to you, but effect your enemy. Because of this powerful changing, Psychic Magic has lower accuracy.

Ward Flip
Pips: 1
Accuracy: 70%
Make one Ward's effect the opposite
-Say an enemy casts Fire Shield (-80%), this spell will flip the shield into a powerful trap for +80%. Simple, but handy.

Quintessence Magic
This magic comes from the Elemental powers, a fifth power of elements. It is space and dark energy at it's core. It envolves acceleration, and gravitation. It is a magic that can pull the full extant of power out of a spell, remove global spells, ignore debuffs, improve minions, have enemies attract you, sacrifice buffs to deal heavy damage or even speed up an effect.

Stay tuned for more spells ideas of each class!
maybe for higher levels

Champion
Dec 03, 2012
485
Hollyleafwarrior on Aug 13, 2013 wrote:
this is very well writen i must say, but saddly, there is a very little chance there will be new schools. if there is a new school/schools KI will most likely have to make a new world to go with it
Did you see that feedback Friday? They asked about a new school(s)!

KI, any words? This could mean something. Stay tuned!

Survivor
Feb 01, 2011
47
ReliableDiamondThu... on Aug 13, 2013 wrote:
Erm, you do realize that they make at least one new world a year, right? Oh, I also like your name. Warriors is an epic series :3
Yay for Warriors!

Historian
May 06, 2009
633
Cunning Finnigan S... on Aug 12, 2013 wrote:
The Elemental Schools, the Spiritual Schools, the Astral Shools, the Balance School. These are the forces of Magic the Spiral knows of now. But have you ever thought there might be more in the Spiral? Take the look at these 3 new Schools of supplementary power: The Cosmic Schools!

The Cosmos embody all. They surround all and are present over all. The each of the Cosmic Schools draw power from 1 of the other grouped schools (Elemental, Spiritual, Astral). These Schools are the School of Time, the School of Psychic, and the School of Quintessence.
These Cosmic Schools would be similar to the Astral Schools. They are supplementary to 7 major focuses of Magic to aid your Wizard in the new challenges. Like the Astral spells, they are reserved for the most powerful of Wizards (Level 100+), however they cost between 0-5 pips.

Time Magic
Time is precious. Once lost, it can never be regained, so one must use it wisely. The power of Time draws from the Astral schools, Sun, Moon, and Star, as they are used to calculate the future as well as the best. Wizards of Time magic bend the rules of battle to suit their needs. Time Magic involves slowing things down, deal damage later, changing over time effects, and polymorphs. It can halt the damage of an over time spell, speed up the affect of an over time spell, deal damage rounds later, or even allow you to make the first move!

Delayed
Pips: 2
Accuracy: 100%
Description: Hold one damage over time effect for 4 Rds
-Say an enemy casts Fire Elf on you, dealing damage over 3 Rds. You cast this spell when the Arusa still has 2 Rds left. This spell will not dispel that Aura, but it will delay the damage of the spell for 4 Rds. When those 4 Rds are over, the Aura will continue it's effect accordingly.

Psychic Magic
This school draws power from the Spiritual Schools. The mind is a powerful thing and can do amazing things. This school is all about changing or a new magic, Morphing. Similar to Polymorphing, Morphing does create a change, but leaves a school as is, simply changes it's original effect to an opposite. You can make a heal deal damage, a ward act as a trap and vise versa, a charm be positive or negative etc. Eventually, you could learn a linking spell, that will deal damage not only incoming to you, but effect your enemy. Because of this powerful changing, Psychic Magic has lower accuracy.

Ward Flip
Pips: 1
Accuracy: 70%
Make one Ward's effect the opposite
-Say an enemy casts Fire Shield (-80%), this spell will flip the shield into a powerful trap for +80%. Simple, but handy.

Quintessence Magic
This magic comes from the Elemental powers, a fifth power of elements. It is space and dark energy at it's core. It envolves acceleration, and gravitation. It is a magic that can pull the full extant of power out of a spell, remove global spells, ignore debuffs, improve minions, have enemies attract you, sacrifice buffs to deal heavy damage or even speed up an effect.

Stay tuned for more spells ideas of each class!
Hey guys I'm back! Now that I can post on the Message Boards again, I'll be adding new spells to the new schools I made. Due to a few time constrains, I'll only post 2 spells for Quintessences for now as most of you don't know the real concept behind it.

Quintessence deals in a variety of new spells that break/change the dynamics of battle. One form of it is a new type of magic: Field. Field magic is very similar to Auras. They only last 4 rounds of battle. The only difference? They effect the entire battle field instead of just one Wizard. They can work with an existing Global spell (bubble) and not remove that Global spell. With in 4 rounds, they will remove themselves from the battle. Like Auras, two Fields can not stack on top of each other and will remove an existing Field if a new Field is cast. They're effects are dramatically different from any Aura or Global spell.

Tower Field
Pips: 2
Type; Field
Accuracy: 100%
Allies of caster gain -50% Ward from incoming Rank 4+ spells +4 Rds
-So you cast Tower Field. If you or any of your allies are attacked with or heal by a Rank 4 spell or higher, they will automatically gain a Tower Shield. This entire effect will only last 4 rounds. Remember! Quintessence is resverve for Level 100+

Quintessence can also be used to power your Minions! Something Sun can not do.

Strengthen
Pips: 0
Type: Enchant
Accuracy: 100%
+15% health add Tough and Cloak to all spells of Minion
This spell acts like an Enchant. You click on Strengthen, then the Minion you want, and instantly, they're stronger. When you cast the enchanted Minion, they will have +15% more health, and all of their damage spells will be enchanted by Tough (+75 Damage to one spell). All Wards and Charms of their spells are now Cloaked

So let's take the Golem Minion for example. He only has 45 health and uses Rank 1 spells. With Strengthen, his health will go up to 50 and all of his Rank 1 spells will be enchanted with Tough. Any charms and wards he knows will be cloaked.

Let's try a more powerful minion. Malduit the Devaster has 1700 health and uses Rank 3-7 spells. With Strengthen, her health becomes 1955 and all her spells are now enchanted with Tough. Her charms and wards are now Cloaked.

I'll give you guys one more spell...

Dark Bolt
Pips: 2
Type: Damage
Accuracy: 10%
1000 Quintessence Damage. Ignores all damage debuffs (Resist uneffected)

Only resistance can save you from this spell. I wanted to bring back the old version of Wild Bolt in a more powerful way as well as play off of a power in Pirate101 (Witchdoctors, a class of Pirate101, have a spell that ignores an enemies Armour, their resistance shall we say). Because it ignores debuffs, costs little pips and deals a large amount of damage, your chances of using this spell are extremely low. Even with Infallible and Extraordinary, you only have 55% chance of using it.