Charm Charged Pips: 2 Acc.: 70% Deal 125 Damage per Charm on Self and Target *Damage is dealt to 1 person. It's calculated to 1 person by the # of Charms on Self & Target
Insolate Pips: 3 Acc.: 90% 350 & +200per Ward in 3 Rds *Cast a ward within 3 rds, gain 200 more health. Works on anyone.
Hex Proof Pips: 3 Acc.: 85% Stop next inc. negative Ward, Charm, or effect on target *Appears as a Ward;This also applies to a spell's after effect as well.
Golden Urn Pips: 4 Acc.: 90% 580 to Self. +400 to Minion
Rampant Sprout Pips: X Acc.: 90% 90Damage over 3 Rds. per pip to all enemies
Phantom Pips: X Acc.: 85% 90 Steal per pip, swap half health
Level 45
Everburst Pips: 3 Acc.: 75% 95Damage every ending Rd. for 10 Rds
Generator Pips: 3 Acc.: 90% +35%Damage when below 25% Max Health
Frost Wall Pips: 5 Acc.: 75% -90% Damage Ward. +1 Ward (-10%) till 0% *You cast Frost Wall, gain -90% Shield. When that shield is used, you gain a new one 10% less strong until it reaches 0%.
Hex Storm Pips: 1 Acc.: 100% +30% to next Damage on all enemies
Evolution Pips: 2 Acc.: 90% +65%Damage Charm on next Rank 2+
Death Touch Pips: 4 Acc.: 85% Dispel all postive hanging effects
Level 65- New Global Spells Magma Field Pips: 4 Acc.: 100% +30% and add Steal Charm on allDamage spells.
Hurricane Pips: 5 Acc.: 100% +30% and +150Damage on all Damage spells. *When you attack with , an extra Damage is dealt to target
Artic Storm Pips: 4 Acc.: 100% +40% and add Steal Ward on all Damage spells
Swift Maneuvar Pips: 5 Acc.: 100% -35% Accuracy to all enemies. +35% to all Damage spells. +15% Pip Chance *The debuff applies to enemies of caster
Time of the Ages Pips: 4 Acc.: 100% +30% and add Myth Blade on all Damage spells
Greenhouse Pips: 4 Acc.: 100% 3003 Rds to all friends on or Damage. +30%, +30%Damage *Should you heal or attack with a spell, everyone gains a heal. 's and spells are boosted
Abyssal Plain Pips: 4 Acc.: 100% +35% and add Death Trap on all Damage spells. -25%
Nice Idea for when we get the utility spells, but...
I don't like them. Their functions are terrible. However, some of them are ok, and I really like the names you've given the spells.
- these are all garbage. Awful. Satyr spell is stronger than most of these and myth minions are too outdated to use these. These are worse than dimensional shift almost. Terrible spells. The myth aoe X spell is the weakest spell in the game. I'd reset my conjurer immediately if these were myth's new spells.
- These are garbage too.
The rest of the 25 & 45 spells aren't too bad.
both get awful for the last two spells. They're just odd and dumb. No offense but I just can't see them EVER adding some of these.
- These you actually have some good ideas here. The first strike is interesting, as is the Sphinx. I think they need adjusted a little bit but you definitely put some half decent thought into these.
The spell names are very creative though I must say. I just wonder if you have considered there function and actual USE during gameplay.
Nice Idea for when we get the utility spells, but...
I don't like them. Their functions are terrible. However, some of them are ok, and I really like the names you've given the spells.
- these are all garbage. Awful. Satyr spell is stronger than most of these and myth minions are too outdated to use these. These are worse than dimensional shift almost. Terrible spells. The myth aoe X spell is the weakest spell in the game. I'd reset my conjurer immediately if these were myth's new spells.
- These are garbage too.
The rest of the 25 & 45 spells aren't too bad.
both get awful for the last two spells. They're just odd and dumb. No offense but I just can't see them EVER adding some of these.
- These you actually have some good ideas here. The first strike is interesting, as is the Sphinx. I think they need adjusted a little bit but you definitely put some half decent thought into these.
The spell names are very creative though I must say. I just wonder if you have considered there function and actual USE during gameplay.
Offense greatly taken. I would've well preferred constructive suggestions instead of you say they're garbage over and over. Geez
First off, Myth and Ice have heals because I read comments about them not having any school heals. So i thought up a few. The reason Myth's heal heals an active minion because Myth's school is about minions. The heal doesn't need an active minion to heal, it's just a side effect. Also, Myth got a new minion spell that does have some good play. Myth said they wanted to AoE time and time again. But because I said "Utility spells" it was not meant to be set damaged and I'm personally interested in Myth getting a double hit AoE. I calculated things based off of the end result of 14 pips. Also many Myth Wizards train Colossal so I figured at 14 pips that's nearly 1000 damage to everyone. If you would've liked me to increase the power or suggested a different concept, I would've listened had you just said so. Again, I would've been just fine with you making more constructive comments on how I could have changed the Myth spells. I'm always open to suggestions on how to better my spells.
- These are garbage too. And so is your comment. I can't make any real changes until you tell me where the problem is.
both get awful for the last two spells. They're just odd and dumb. No offense but I just can't see them EVER adding some of these. Offense taken. I think at this point you're forgetting they're ideas and not what's to come. I've made many spell ideas over the years and I dispise reusing old ideas. The concepts were to try something different than what I've done in the past. I'm sorry you don't like them, but attacking and offending me solves nothing.
I think they need adjusted a little bit but you definitely put some half decentthought into these. Excuse me? I'd like you post your own ideas instead of tearing up mine. Is that half-decent thought good enough for you?
I can greatly understand why you call yourself vicious from this post alone. Maybe when you consider being less aggressive, I can listen to your input, but as of now I found you're entire post way too harsh than it needed to be.
Charm Charged Pips: 2 Acc.: 70% Deal 125 Damage per Charm on Self and Target *Damage is dealt to 1 person. It's calculated to 1 person by the # of Charms on Self & Target
Insolate Pips: 3 Acc.: 90% 350 & +200per Ward in 3 Rds *Cast a ward within 3 rds, gain 200 more health. Works on anyone.
Hex Proof Pips: 3 Acc.: 85% Stop next inc. negative Ward, Charm, or effect on target *Appears as a Ward;This also applies to a spell's after effect as well.
Golden Urn Pips: 4 Acc.: 90% 580 to Self. +400 to Minion
Rampant Sprout Pips: X Acc.: 90% 90Damage over 3 Rds. per pip to all enemies
Phantom Pips: X Acc.: 85% 90 Steal per pip, swap half health
Level 45
Everburst Pips: 3 Acc.: 75% 95Damage every ending Rd. for 10 Rds
Generator Pips: 3 Acc.: 90% +35%Damage when below 25% Max Health
Frost Wall Pips: 5 Acc.: 75% -90% Damage Ward. +1 Ward (-10%) till 0% *You cast Frost Wall, gain -90% Shield. When that shield is used, you gain a new one 10% less strong until it reaches 0%.
Hex Storm Pips: 1 Acc.: 100% +30% to next Damage on all enemies
Evolution Pips: 2 Acc.: 90% +65%Damage Charm on next Rank 2+
Death Touch Pips: 4 Acc.: 85% Dispel all postive hanging effects
Level 65- New Global Spells Magma Field Pips: 4 Acc.: 100% +30% and add Steal Charm on allDamage spells.
Hurricane Pips: 5 Acc.: 100% +30% and +150Damage on all Damage spells. *When you attack with , an extra Damage is dealt to target
Artic Storm Pips: 4 Acc.: 100% +40% and add Steal Ward on all Damage spells
Swift Maneuvar Pips: 5 Acc.: 100% -35% Accuracy to all enemies. +35% to all Damage spells. +15% Pip Chance *The debuff applies to enemies of caster
Time of the Ages Pips: 4 Acc.: 100% +30% and add Myth Blade on all Damage spells
Greenhouse Pips: 4 Acc.: 100% 3003 Rds to all friends on or Damage. +30%, +30%Damage *Should you heal or attack with a spell, everyone gains a heal. 's and spells are boosted
Abyssal Plain Pips: 4 Acc.: 100% +35% and add Death Trap on all Damage spells. -25%
First Strike Pips: 2 Acc.: 70% 600Damage before inc. hit next Rd. *Hit your enemy, before they hit you.
Black Ice Pips: 3 Acc.: 100% Stun 1 Rd. +X% Pierce equal to Target's Resist
Sphinx Pips: 5 Acc.: 85% 315Damage. Swap current pips with target's
Rock Monster Pips: X Acc.: 80% 10and 55Damage to all enemies per pip
Counter Strike Pips: 2 Acc.: 90% If hit by next inc. Damage, deal 425Damage
Leech Pips: 3 Acc.: 85% +45% Damage Self, -35% Damage to caster when hit
I adjusted all spells marked in red
Level 25
Fire WallPips: 2 Acc.: 100% Dispel all over time Damage & -80%Damage x3 *Swapped with Healing Flames
Charm Charged Pips: 2 Acc.: 70% Deal 125 Damage per Charm on Self and Target *Damage is dealt to 1 person. It's calculated to 1 person by the # of Charms on Self & Target
Insolate Pips: 2 Acc.: 100% 480. 280 on Ward in 5 Rds. * If you cast a ward within 5 rds, gain 200 more health.
Hex Proof Pips: 3 Acc.: 85% Stop next inc. negative Ward, Charm, or effect on target *Appears as a Ward;This also applies to a spell's after effect as well.
Golden Urn Pips: 3 Acc.: 90% 580 to Self. 400 to Minion
Rampant Sprout Pips: X Acc.: 90% 95Damage over 3 Rds. per pip to all enemies
Phantom Pips: X Acc.: 85% 90 Steal per pip, swap half health
Level 45
Everburst Pips: X Acc.: 75% 100Damage every ending Rd. for X Rds
Generator Pips: 3 Acc.: 90% +35%Damage when below 25% Max Health
Frost Wall Pips: 5 Acc.: 80% -10% Inc. Damage Ward. +1 Ward (+10%) till 90%
*You cast Frost Wall, gain a -10% Shield. When that shield is used, you gain a new one 10% stronger until it reaches 90%.
Hex Storm Pips: 1 Acc.: 100% +30% to next Damage on all enemies
Quick Adaption Pips: 2 Acc.: 100% +45% Damage x3 to Minion. +35%Damage x3 to Self *Changed effect.
Evolution Pips: 0 Acc.: 100% +65%Damage Charm on next Rank 2+
Death Touch Pips: 3 Acc.: 85% Dispel all postive hanging effects on Target
Level 65- New Global Spells Magma Field Pips: 4 Acc.: 100% +30% and add Steal Charm on allDamage spells.
Hurricane Pips: 5 Acc.: 100% +30% and +150Damage on all Damage spells. *When you attack with , an extra Damage is dealt to target
Artic Storm Pips: 4 Acc.: 100% +40% and add Steal Ward on all Damage spells
Swift Maneuvar Pips: 5 Acc.: 100% -20% Accuracy to all enemies. +35% to all Damage spells. +15% Pip Chance *The debuff applies to enemies of caster
Time of the Ages Pips: 4 Acc.: 100% +30% and add Myth Blade on all Damage spells
Greenhouse Pips: 4 Acc.: 100% 4503 Rds on all or spells. +30% to all *Should you heal or attack with a spell, that caster gains a heal over time. spells are boosted *No longer boosts 's
Abyssal Plain Pips: 4 Acc.: 100% +35% and add Death Trap on all Damage spells. -25%
Level 85 Healing Flames Pips: 3 Acc.: 90% 375+405over 3 rounds. *Swapped with Fire Wall
First Strike Pips: 2 Acc.: 70% 600Damage before inc. hit next Rd. *Hit your enemy, before they hit you.
Black Ice Pips: 4 Acc.: 90% Steal all Wards and over times. Stun *Dropped old effect
Sphinx Pips: 5 Acc.: 85% 315Damage. Swap current pips with target's
Rock Monster Pips: X Acc.: 80% 50and 70Damage to all enemies per pip
Counter Strike Pips: 1 Acc.: 90% If hit by next inc. Damage, deal 425Damage
Leech Pips: 5 Acc.: 85% 585 Steal over 3 rounds, swap half . -25%Damage&Inc. *Dropped old effect
You just sound like another person that wants Wizard101 to become "Gimme101."
Please actually READ your ideas. Rock monster? Really? That's EXTREMELY WEAK. Why would anyone ever use that? An UNENCHANTED frog will easily do a lot more.
What's the myth heal? Quick Adaption? I seriously thought this spell was a joke. 4 pips for half a heal of a satyr? Who would EVER used that? I mean ever. Seriously. I don't understand why you get upset when I just state the obvious that these spells have AWESOME names but no real function in gameplay.
It was not meant to be insulting and I'm sorry if you took it that way. I'm just really surprised you don't see how your spells are weaker and of less use than ones in the game now for the same pip value.
And what new great utility spell did myth get? Dimensional Shift for 6 pips? You can't be serious! I'm begining to wonder if you actually have ever tried playing myth or Wizard101 at all for that matter or if you just read the forums. Your opinions seem to be so far of base from most players it seems.
Sorry for rambling wasn't meaning to be offensive but you clearly take things too personally when it was not meant as such. I'll try and type kinder and you develop a little thicker skin. It's just a game post for crying out loud. Geez.
You just sound like another person that wants Wizard101 to become "Gimme101."
Please actually READ your ideas. Rock monster? Really? That's EXTREMELY WEAK. Why would anyone ever use that? An UNENCHANTED frog will easily do a lot more.
What's the myth heal? Quick Adaption? I seriously thought this spell was a joke. 4 pips for half a heal of a satyr? Who would EVER used that? I mean ever. Seriously. I don't understand why you get upset when I just state the obvious that these spells have AWESOME names but no real function in gameplay.
It was not meant to be insulting and I'm sorry if you took it that way. I'm just really surprised you don't see how your spells are weaker and of less use than ones in the game now for the same pip value.
And what new great utility spell did myth get? Dimensional Shift for 6 pips? You can't be serious! I'm begining to wonder if you actually have ever tried playing myth or Wizard101 at all for that matter or if you just read the forums. Your opinions seem to be so far of base from most players it seems.
Sorry for rambling wasn't meaning to be offensive but you clearly take things too personally when it was not meant as such. I'll try and type kinder and you develop a little thicker skin. It's just a game post for crying out loud. Geez.
I've played Wizard101 for nearly 5 years now, but I generally focus on 1 school and come back to other schools later. No, I don't play much with a myth Wizard. I have one, but he's on a second account and I don't use that one much these days. Yes, I do just read the forums and as I make spell ideas I generally try to line them up toward what most posts I read say. For example, Life says they want to do more damage, so I come up with ideas that correlate with the current Life set up (healing) and something offensive. I've made a spell idea where the next time a Life Wizard heals, damage is dealt to a target equal to that heal (i.e. Heal for 420, 420 damage goes to enemy).
Golden Urn was the heal for Myth. Looking back now, yes, it's well underpowered. I admitt that.
When I make spells though, I like to work with them and constantly tweak them until they are satisfactory. I don't think I've ever had a thread where I didn't tweak them. This one, however, had been silent for weeks and I pretty much forgot about it. Your comment, at the time, caught me completely off guard. A "chip in my stone" is that I can take things too personally in life and end up being extremely infuriated by it. So when a read your post, I was completed shocked and just went full rage.
I'm sorry for being way outa line back there. I do admit that I overreacted and I'm sorry for that. I'll try to be more open minded and be a little more thick-skinned.
Fire WallPips: 2 Acc.: 100% Dispel all over time Damage & -80%Damage x3 *Swapped with Healing Flames
Charm Charged Pips: 2 Acc.: 70% Deal 125 Damage per Charm on Self and Target *Damage is dealt to 1 person. It's calculated to 1 person by the # of Charms on Self & Target
Insolate Pips: 2 Acc.: 100% 480. 280 on Ward in 5 Rds. * If you cast a ward within 5 rds, gain 200 more health.
Hex Proof Pips: 3 Acc.: 85% Stop next inc. negative Ward, Charm, or effect on target *Appears as a Ward;This also applies to a spell's after effect as well.
Golden Urn Pips: 3 Acc.: 90% 580 to Self. 400 to Minion
Rampant Sprout Pips: X Acc.: 90% 95Damage over 3 Rds. per pip to all enemies
Phantom Pips: X Acc.: 85% 90 Steal per pip, swap half health
Level 45
Everburst Pips: X Acc.: 75% 100Damage every ending Rd. for X Rds
Generator Pips: 3 Acc.: 90% +35%Damage when below 25% Max Health
Frost Wall Pips: 5 Acc.: 80% -10% Inc. Damage Ward. +1 Ward (+10%) till 90%
*You cast Frost Wall, gain a -10% Shield. When that shield is used, you gain a new one 10% stronger until it reaches 90%.
Hex Storm Pips: 1 Acc.: 100% +30% to next Damage on all enemies
Quick Adaption Pips: 2 Acc.: 100% +45% Damage x3 to Minion. +35%Damage x3 to Self *Changed effect.
Evolution Pips: 0 Acc.: 100% +65%Damage Charm on next Rank 2+
Death Touch Pips: 3 Acc.: 85% Dispel all postive hanging effects on Target
Level 65- New Global Spells Magma Field Pips: 4 Acc.: 100% +30% and add Steal Charm on allDamage spells.
Hurricane Pips: 5 Acc.: 100% +30% and +150Damage on all Damage spells. *When you attack with , an extra Damage is dealt to target
Artic Storm Pips: 4 Acc.: 100% +40% and add Steal Ward on all Damage spells
Swift Maneuvar Pips: 5 Acc.: 100% -20% Accuracy to all enemies. +35% to all Damage spells. +15% Pip Chance *The debuff applies to enemies of caster
Time of the Ages Pips: 4 Acc.: 100% +30% and add Myth Blade on all Damage spells
Greenhouse Pips: 4 Acc.: 100% 4503 Rds on all or spells. +30% to all *Should you heal or attack with a spell, that caster gains a heal over time. spells are boosted *No longer boosts 's
Abyssal Plain Pips: 4 Acc.: 100% +35% and add Death Trap on all Damage spells. -25%
Level 85 Healing Flames Pips: 3 Acc.: 90% 375+405over 3 rounds. *Swapped with Fire Wall
First Strike Pips: 2 Acc.: 70% 600Damage before inc. hit next Rd. *Hit your enemy, before they hit you.
Black Ice Pips: 4 Acc.: 90% Steal all Wards and over times. Stun *Dropped old effect
Sphinx Pips: 5 Acc.: 85% 315Damage. Swap current pips with target's
Rock Monster Pips: X Acc.: 80% 50and 70Damage to all enemies per pip
Counter Strike Pips: 1 Acc.: 90% If hit by next inc. Damage, deal 425Damage
Leech Pips: 5 Acc.: 85% 585 Steal over 3 rounds, swap half . -25%Damage&Inc. *Dropped old effect
Instead of copying all the spells, I'm choosing the ones I feel need a real update and just listing them by level. Some, looking back now, are generously underpowered and need a good deal of tweeking.
Level 25 Healing Flames Pips: 4 Acc.: 90% 385+405over 3 rounds. *Swapped to original level
Insolate Pips: 4 Acc.: 100% 780. 480 on Ward in 5 Rds.
Golden Urn Pips: 4 Acc.: 90% 810 to Self. 405 to Minion
Level 45
Quick Adaption Pips: 1 Acc.: 100% +45% Damage x3 to Self and Minion
Level 65
Time of the Ages Pips: 4 Acc.: 100% +30% and add -1 Ward on all Damage spells
Abyssal Plain Pips: 4 Acc.: 100% +35% and add -25% Damage Charm on all Damage spells. -25%
Level 85
Fire Wall Pips: 2 Acc.: 100% Dispel all over time Damage & -80%Damage x3
Rock Monster Pips: X Acc.: 80% 50and 90Damage to all enemies per pip
I think these changes should fall better in line with what's currently in the game and make the spells better themselves. All spells not present in this list are remaining the same on the second list.
Alright, so, I will probably have a very long post because I have a lot of comments.
To Vicious: I'd like to comment on the last post, involving Rock monster in particular. First, I'd like to speak math. 50+70=120, and 120x4 (the number of pips it would cost to frog) =480, which, in fact, is a higher number than the 265-325 of an not enchanted frog. I'd love to have that spell be created, as a myth wizard, but I think it may be overpowered. I even liked the first aoe that Cunning made up. It wasn't all too weak in my mind. Also, I happened to like Dimension shift (because you can cover yourself in horrid efreet things and weaknesses and then just give them all to your minion) and am disappointed that you haven't enjoyed that spell. It's a pretty good spell if you think about it. To Cunning: I like some of your spells, but some are just a little overpowered or underpowered or just not something that that certain school wants/needs. I thought 'charm charged' was a little overpowered due to the fact that one can have as many charms as they want. Also, I'd like if you'd come up with animations for some or all of these spells. That would be cool. The spells need some touch ups, but they're pretty good, and I hope some of them get implemented in the game. However, I think that getting all of those spells at the levels ending in 5 would be a little excessive. We don't really need to have a spell every 5 levels.
Okay, I have to stop typing now. Time to go farm....