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More risk but high reward cards

AuthorMessage
Defender
Aug 01, 2014
144
One of my favorite card features in wizard101 are the high risk, but also high benefitting cards like empower, or dark pact, or immolate. I think it would be cool if there were more.

spell:
Take 300 damage, deals 50, then 500 damage to all enemies and summon a minion


Take 450 damage, dragon blade all allies and black mantle all enemies


Take 50 damage per pip, then heal all allies 150 health per pip


Take 400 damage, then virulent plague all enemies and do 700 damage


Take 450 damage, then tower shield all allies and randomize the spinner in the middle (like old cob's cheat)


Take 400 damage, stun all enemies and deal 850 damage


Take 350 damage, deal 1000 damage, and steal all targets blades.

Armiger
Jan 18, 2010
2280
Alex Firepyre on Dec 19, 2016 wrote:
One of my favorite card features in wizard101 are the high risk, but also high benefitting cards like empower, or dark pact, or immolate. I think it would be cool if there were more.

spell:
Take 300 damage, deals 50, then 500 damage to all enemies and summon a minion


Take 450 damage, dragon blade all allies and black mantle all enemies


Take 50 damage per pip, then heal all allies 150 health per pip


Take 400 damage, then virulent plague all enemies and do 700 damage


Take 450 damage, then tower shield all allies and randomize the spinner in the middle (like old cob's cheat)


Take 400 damage, stun all enemies and deal 850 damage


Take 350 damage, deal 1000 damage, and steal all targets blades.
How many Pips?


Geographer
Apr 29, 2012
861
While I like these spells (I call them sacrificial spells), I feel as though they should remain Death and Fire specialities. I mean, it fits. Fire burns you back sometimes, and Necromancy often includes sacrifices. But aside from numbness, Ice magic isn't very dangerous for the caster.

Defender
Aug 01, 2014
144
Star Edward on Dec 20, 2016 wrote:
How many Pips?

I'm not very sure, maybe 1 shadow + 1 normal or 3 to 5 normal.