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Side Spell Ideas

AuthorMessage
Survivor
Jul 17, 2009
7
I've been thinking about new side spells that are learned through side quests (Juju, Supernova, etc.) I think the concepts are a little useful when using in battle and can easily change the tides of battle whether you're winning or losing. Let me know what you think!

Embargo - Targeted player cannot cast or cannot receive any Blades or Wards (for 3 rounds)

Decoy - Redirect all incoming attack spells for the current round (does not work on AOE's)

Deliquesce - Chance to increase pierce (+1%, +5%, +10%) (for 3 rounds)

Reverse - Reverse the battle order the next round (AOE, single use only, works for one round)

Foresee - View what the enemy is casting (AOE, for 3 rounds)

Encourage - Increase maycast percentage on all allies (for 3 rounds)

Banish - Targeted player is locked from using the spell they casted again for 8 rounds (*If Banish is casted on an enemy, and they cast Storm Lord. They cannot cast it again for another 8 rounds; applies to charms, wards,)

A+ Student
Mar 31, 2009
1713
I am totally for new utility spells! I don't think we need new damage things every single time. I think your spells would incite outrage from the PVP people haha. Here are some of my ideas. I know I've mentioned some of them before and some are definitely better than others: (feel free to change these or add your own! All numbers are just random and I'm sure will be adjusted appropriately)

-Glass Prism: Heal all Allies plus receive a Guiding Light to all Allies. 4 Pip +1 Pip.

-Spire Shield: 90% Tower Shield. 2 Pips (I've wanted this since Tower of the Helephant)

-Drain Distribute: Shadowy Aura that lasts 4 rounds. All Drains cast during that time have the health distributed to all Allies (ie Cast Scarecrow- sums up the incoming life and divides by the number of friends on your team and gives portion to each person.) 1 Pip

-Hearth: 3 Pips A small Fireplace appears and then a Flame monster pops out. Gives a +10% accuracy to all friends and a 20% Fire Trap to all enemies.

-Minion Shield: Summons a Minion that absorbs 50% of Attacks until defeated. Minion has lower health though. 5 pip + 1 pip.

-Rose and Thorns: An ethereal rose appears around or above the Wizard that receives this spell. Heals a very small amount (65 health or so) but the effect lasts for 4 or so rounds. Anytime the Wizard is attacked while this is up the Rose appears to get larger and at the end of the round deals essentially backlash at 75% of what was attacked on the wizard back to the sender. 5 pip +1 Pip.

-Little Black Rain Cloud: A little black Rain cloud appears over Caster and Enemy. Randomly Casts either a Healing Current and a Wild Bolt on both the Enemy and the Caster. 3 Pips