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New Schools Ideas (comment yours)

AuthorMessage
Survivor
Aug 19, 2014
36
-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

Survivor
Aug 19, 2014
36
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

Survivor
Aug 26, 2011
35
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!

Defender
Aug 01, 2014
144
I've always wanted a wind type of school. They would have tons of stun spells.
Accuracy: 90%

1. Gale Wind (55 - 115 damage)
5. Wind Spirit (140 - 210 damage)

7. Stun
8. Earth and Fire shield
10. Gale Force (250 - 320 damage)
16. Cyclone Warrior (250 - 320 + stun)
18: Enraged Wind Spirit (Minion)

so on, so on: these are just some ideas

Survivor
Aug 19, 2014
36
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.