-Note this is just for having fun and being creative- The School of Chaos Symbol: either demon skull, or the symbol of chaos (the eight arrows) Colors: Crimson, then black and gray Name: Warlocks Description: Warlocks know that without pain, there is no gain. Warlocks specialize in damaging themselves to unleash even more damage on their enemies. Warlocks use damage and buff/weaken spells like death, but also have unique spells that hurt them but then deal damage that rivals that of Storm. Accuracy: 85%, 80% for damage self and attack spells
Spells: (trying to keep damages balanced) 1- Crawling Hand (85%) 70-110 5- Devil Imp (80%) Take 50 regular damage, deal 270 chaos damage 8- Catastrophic Shield (100%) -70% to next Love and Energy Spell (Chaos' counterparts) 10- Ankle-Biter (80%) Take 75 damage, deal 420 chaos damage 16- Trap of Chaos (100%) +30% to next Chaos Spell 22- Void Walker (85%) 255-290 to all 26- Hoodwink (100%) Take 100 damage, +70% to next attack to enemy 33- Shadowstorm (100%) +25% to all Chaos spells 42- Felguard (80%) Take 125 damage, deal 870
WC- Gouge (100%) Take 50 damage, -30% to next attack to all Krok- Corruption (100%) Take 75 damage, 50% to accuracy to all Krok- Frivolous (100%) Take 300, heal 350 to all friends MB- Summoning Portal (100%) Take 25 per pip, summon a minion of Chaos for amount of pips
2- Cripple (100%) Take 25 damage, stun target for one round (may change this spell) 7- Blade of Chaos (100%) +30% to next Chaos spell 12- Prism of Chaos (100%) convert next Chaos spell to Energy 18- Overwhelming Power (100%) Take 50 damage, +40% Chaos Blade to self only 28- Flaming Imp (85%) 100+480 over three rounds 35 (GH)- Soulfire (100%) Heal 800 to self only, -50% infection to self 38- Crush (100%) Take 100 damage, remove all positive wards from target 48- Succubus (80%) Take 125 damage, deal 720 to all 55 (GH)- Massacre (100%) Take 150 damage, stun all enemies for one round (may change this spell) 58- Immolater (85%) 840, +20% Chaos Blade per enemy 68- Flying Demons (80%) Take 200 damage, deal 920 chaos damage 70- Mass Prism of Chaos (100%) convert Chaos to Energy to all 72- Mutilate (100%) Take 300 damage, -60% to next attack to all 75- Sucker Punch (100%) +75% to next Chaos spell to enemy if they have targeted you with a damage spell 80- Spear of Chaos (100%) +10% Chaos Armor Piercing 88- Heck's Rex (85%) 880-990, +15% weakness over three rounds 97- Apocalyptic Cry (100%) +20% Chaos AP, +15% Chaos critical 100- The Seventh Level (80%) Take 400 damage, deal 900 chaos damage to all and -90% weakness to all
The School of Love Symbol: Blue Heart Colors: Whitish pearly, blue and gold Name: Priests Description: Priests put others above themselves at all times. What Priests lack in strength, they make up for in assisting others. Priests can heal like Life, but also buff as well. Many of there spells however can not be used on themselves, only friends. Priests can also use counter shields which reflect back damage, and can heal mana. Accuracy: 80%
Spells: 1- Glitterfly (80%) 55-100 5- Cherub (80%) 140-165 8- Heavenly Shield (100%) -70% to next chaos and energy spell 10- Mini Bubble (100% aura) -25% incoming damage- can be casted on friends and does not remove present aura on friends (so can stack with auras on friends ) 16- Rubber Shield (100%) absorb 700 damage, counter 75% (so if an enemy hits , 3/4 of damage is dealt back to any enemy who attacks until absorb breaks. 22- Holy Light (100%) Heal 400 to all 26- Holy Champion (80%) 405-495 33- Heavens Above (100%) +25% Love damage 42- Samaritan (90%) Heal 800, -60% tower shield
WC- Blessing of Might (100%) +50% to next spell, friends only Krok- Repentance (100%) remove all negative charms from a friend Krok- Blessing of Strength (100%) -70% to next spell, friends only MB- Blessing of Faith (100%) +100% accuracy to next spell, friends only
2- Holy Book (100%) heal 50 mana 7- Love Prism (100%) concert next love spell to chaos 12- Forethought 18- Counter (100%) counter 800 28- Temple Aid (100%) summon a minion of Love 35 (GH)- Penitence (100%) remove all negative affects from a friend 38- Light Spawn (80%) 520-605 48- Archangel (80%) 400 to all, counter 800 to all allies 55 (GH)- Book of Prophecy (100%) Heal 100 mana, give one power pip 58- Paladin 68- Grand Patriarch 70- Mass Holy Prism 72- Holy Water : convert all (-) charms to (+) charms 75- Bubble Shield -25% damage, counter 300 per round 80- Blessing of Vigor: +10% AP to friends only 88- Mothersaurus 97- Wind of Holies 100- Breath of the Creator
I Really love these ideas. I think they should add a new school to the game, and I have thought this forever now. I love your school ideas as well. the thought of healing mana is awesome, but how would they know when to heal it? And would our mana be a whole lot less than it as now? I Really love both of these schools! And I hope to see a new school added to the game soon!
Thanks for the feedback! Here's the final school to complete the set: The school of Energy Colors: Lime/light green, light tan Name: Shamans Description: Shamans thrive on their ancestral connections. Their energy can be found in the world around us, and Shamans rely on their spirit, the earth they once inhabited, and the primal instincts nature contains. They call upon ancient beasts to fight for them. Their unique trait is the ability to construct totems, special structures created out of their ancestral aura. These totems function like minions, but instead of having a spell deck they instead continually perform a certain action. I won't list all their spells but I'll give some examples of totems. Note: Totems perform their specie action at the beginning of every round Weak Totem: +10% blade every round Ensnaring Totem: +20% trap every round (on random target) Mighty Totem: +30% blade every round Totem of Protection: -20% shield every round Aggravating Totem: taunt all every round
So, in conclusion, we have the schools of Love, Chaos, and Energy. These three make up the "Moral Schools" I have ideas for four others schools.. Which would basically replicate the original seven.