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sun, moon and star spell ideas!

AuthorMessage
Defender
Oct 27, 2013
158
what are your level 95+ astral spells ideas? Here are mine:

Charm spells:
sunblade: +40% to next damage spell
moonblade: +40% to next damage spell
starblade: +40% to next damage spell
astral blade: +35% to next ,and spell
astralstorm: +30% to next astral spell to all friends

astral mastery aura: Power pips count for all astral spells

You can come up with your own astral damage spells and make your own!

Survivor
May 04, 2013
15
I don't think the astral schools of magic will ever receive damage spells, that's just not what these schools are about. Personally I would like a "Strengthen shield" sun spell

Defender
Oct 27, 2013
158
the damage spells:

Comet meteor: 6 pips, 60% accuracy. 560damage to all enemies+ polymorph into a storm cat, gobbler or draconian

sun gas: 7 pips, 10% Accuracy. 10000 damage to target+ lose 60% health to self. can only put 1 in deck and can't be reshuffled. This spell only has a 10% accuracy, will return to deck if it fizzles

star galaxy: 1 pip, 80% accuracy. 5 + 30 damage over 3 rounds (15+90 astral damage=105 total) and steal 2 pips from enemie

Survivor
May 04, 2011
43
Defender
Oct 27, 2013
158
stay tuned! I have 50+ astral magic spell ideas in my head soon to come here. About 27 sun spells, 8 star spells and 19 polymorphs. Hope you enjoy!

Defender
Oct 27, 2013
158
sun spells: (note: you can only carry 5 astral pips, 5 astral power pips, astral pip chance starts at 25% at level 50, increases by 1% each level until level 90, base at level 90+ comes 65% base. Power pip chances bases are 15% at level 50, increase by 2% until 90)

-double colosal: +550 to 1 damage spell

-sun strike: X, 80%. 150 damage per pip to all enemies+ -90% to next spell. spell animation: Sun grows very large and knocks out other stars closer to the sun, then it grows then attacks you.

-Meteorite invasion: 9 astral pips, 50%. 765 damage to all enemies, -95% to next damage spell+ hex on all enemies. Spell animation: Sun splits into 100 pieces, then they land and attack the enemies.

-Planet Burn: 8 astral pips: 30%, no pvp. 100000 damage to one enemie or 100000 to self+ dragonblade +50%. 45% chance of landing on self. spell animation: planets form in the air, and either you or the enemie land on Venus, then whoever is on the planet burns up dealing 100,000 damage.

stay tuned

Astrologist
Sep 19, 2013
1006
poliwhirl555 on Mar 1, 2014 wrote:
the damage spells:

Comet meteor: 6 pips, 60% accuracy. 560damage to all enemies+ polymorph into a storm cat, gobbler or draconian

sun gas: 7 pips, 10% Accuracy. 10000 damage to target+ lose 60% health to self. can only put 1 in deck and can't be reshuffled. This spell only has a 10% accuracy, will return to deck if it fizzles

star galaxy: 1 pip, 80% accuracy. 5 + 30 damage over 3 rounds (15+90 astral damage=105 total) and steal 2 pips from enemie
Moon damage spell is a bad idea. It could easily turn me into something bad and get me killed.
The spell is also bad, you steal 2 pips for one pip. I can just spam that in pvp and deny my opponent casting ability, then Judgement them.
Sun spell isn't so great either, 10% accuracy and a one card limit means that you'll never cast it, because when it finally shows up it will fizzle. That and it's totally OP in pvp if I just bring one and kill you at 7 pips.

Defender
Oct 27, 2013
158
planet Burn is the only one OP here 4 me and plus astral pip chance is not 100% you can't get more from gear

Defender
Oct 27, 2013
158
poliwhirl555 on Mar 1, 2014 wrote:
the damage spells:

Comet meteor: 6 pips, 60% accuracy. 560damage to all enemies+ polymorph into a storm cat, gobbler or draconian

sun gas: 7 pips, 10% Accuracy. 10000 damage to target+ lose 60% health to self. can only put 1 in deck and can't be reshuffled. This spell only has a 10% accuracy, will return to deck if it fizzles

star galaxy: 1 pip, 80% accuracy. 5 + 30 damage over 3 rounds (15+90 astral damage=105 total) and steal 2 pips from enemie
oops for star galaxy i meant Remove 2 pips

Defender
Oct 27, 2013
158
more spells:

Sun element: 6 astral pips, 100% accuracy, 1-2 damage to all enemies+ gain 35% resist

Is that underpowered?

You said my idea was OP so i'm making it 1 damage

Delver
Apr 21, 2012
252
poliwhirl555 on Feb 27, 2014 wrote:
what are your level 95+ astral spells ideas? Here are mine:

Charm spells:
sunblade: +40% to next damage spell
moonblade: +40% to next damage spell
starblade: +40% to next damage spell
astral blade: +35% to next ,and spell
astralstorm: +30% to next astral spell to all friends

astral mastery aura: Power pips count for all astral spells

You can come up with your own astral damage spells and make your own!
Only bosses and Insane Bolt have damage for the Astral schools, which is fine, they were not designed for you to hit your enemies, but to help you in other ways.

Defender
Oct 27, 2013
158
more spells:( these spells are astral school mixed with other schools on its own; could be cast with any type of pip)

hulk fist, 4 pips (can be cast with regular and power pips of our own), 85% accuracy. 240-470
damage to one enemie and +50% to next damage spell (trap). animation: hulk falls from the air and then
upright jumps and lands on the enemie

hero shield, 5 pips (can be cast with regular and power pips of our own), 80% accuracy. 180-340damage to one enemie, +100 damage to next damage spell and -70% to next damage spell to all friends. animation: ranger with a hero helmet flies then uses his shield as a frisbee to attack, then turns around and shields you.

polymorph iron bot, 0 pips, 100% accuracy. polymorph into a iron bot 6 rds. spells: ironball ( 5 pips, 100% accuracy, 490 damage and +30% to next damage), ironblade ( 1 pip, +60% to next damage spell), pierce, earthquake, ironslam ( 8 pips, 80% accuracy, 975 damage+ remove 3 shields from target), ninja pigs, tower shield, balanceblade. deck size 31, health 4000, 20% universal resist, 150 crit, 120 block, 10% incoming, power pip chance 75%