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Next level 78 spells.

AuthorMessage
Survivor
Jan 03, 2010
5
I thoght that a good myth spell would be cereberus

880-950 damage

80% accuracy

10 pips

In greek mythology there is a passage to the underworld called the river sticks. The skeleton guy who rows the boat into the under world is riding in the boat and there is a cave that leads to the underworld. he gets close to the cave and then cereberus busts out of the cave and knocks the guy off the boat because he guards the entrance to make sure that no one gets out. Then all three heads bite at the same time and do 880-950 damage to the target. He is basicly a 3 headed dog with spiked collars and snakes are sticking out from under them. Hope people like the idea.

John Shadowblade lvl 49 myth

Survivor
May 24, 2009
46
how about this for a new lvl 78 spell.

Storm:, i call it Thunder Monkey, it looks like a giant Gorilla and when it pounds its chest it makes a loud noise like thunder making the enemy bounce all around like a paddle ball by the sound waves cousing the enemy to loose 1,000 hit points and the second effect will stun the enemy.

Death: i call this one The Black Hole Syndrome, its primarlly a giant black hole that will suck out (pardon the pun) 600 life points at the first hit and the second effect works like the poison effect but instead of poison aura effects, its creates a mini black hole under the bad guy and sucks away 200 health points each round and shields will have no effect on it except death shields only (so you better have a well stocked supply of death shields in hand, because tower shields wont help you).

Fire: one of the 4 horseman of the apycolips, The Horseman of War, it ability will be all the wars that have happened on this planet over the centuries and last attack will be its self with a strike of its sword, killing the enemy instantly, but only depending on how high the boss really is, if its a minion, kills minion dead, boss health damage (say 20,000 and above) its health gets cut in half.

Myth: Pandora's Box, like the Greek Legend, the attack changes depending what Pandora is interested in, wheather its a swarm of bugs or a giant ball of snot .

Ice, Balance, and Life will have to come later.

Sincerely,
Valkoor Titanblade lvl 69 Fire


Mastermind
Jul 25, 2010
387
Fire: Solar flare deals 780 damage to all enemies and steals all wards i couldn't think of others

Survivor
May 24, 2009
46
ValeDonte wrote:
how about this for a new lvl 78 spell.

Storm:, i call it Thunder Monkey, it looks like a giant Gorilla and when it pounds its chest it makes a loud noise like thunder making the enemy bounce all around like a paddle ball by the sound waves cousing the enemy to loose 1,000 hit points and the second effect will stun the enemy.

Death: i call this one The Black Hole Syndrome, its primarlly a giant black hole that will suck out (pardon the pun) 600 life points at the first hit and the second effect works like the poison effect but instead of poison aura effects, its creates a mini black hole under the bad guy and sucks away 200 health points each round and shields will have no effect on it except death shields only (so you better have a well stocked supply of death shields in hand, because tower shields wont help you).

Fire: one of the 4 horseman of the apycolips, The Horseman of War, it ability will be all the wars that have happened on this planet over the centuries and last attack will be its self with a strike of its sword, killing the enemy instantly, but only depending on how high the boss really is, if its a minion, kills minion dead, boss health damage (say 20,000 and above) its health gets cut in half.

Myth: Pandora's Box, like the Greek Legend, the attack changes depending what Pandora is interested in, wheather its a swarm of bugs or a giant ball of snot .

Ice, Balance, and Life will have to come later.

Sincerely,
Valkoor Titanblade lvl 69 Fire



i also forgot to mention, all of these new spells will have a third effect on them, it will have the ability to work like a convert spell, so if your fighting a death enemy, the new death spell that i suggested will automaticully turn it into a life enemy, same goes for all of the new lvl 78 spells i said in the suggestion each time you come up to a badie that uses the same spells as you do, so with this ability you wont have to keep trying to find a convert spell each time you need have one.

Explorer
Jun 04, 2009
58
i only have one for life.
life
stampede
1600 damage to all opponets, absorbs to all players, and after attact heal every player completly
ex: centaurs, sataurs, faries, pixies, treants, forest lords , gnomes,ect. come charging at the opponet and hit hard then come back and heal and put absorbs on them.
sorry if you think it's a bit much but 10 pips is alot and life needs a good attack spell

Survivor
Jun 23, 2008
2
Post what you want the 78 spells to be ,
Rules: Life doesnt need another heal atleast for a while (lol)
No damage over 1600
No accuracy under 70%
Rank: 10 (ten pips)
Here is what i think:
Fire: Rat Magician
Deals 1050-1100 and +25% to next fire spell
75%
rat magician walks up and shoots fire out of wand at enemy
Ice: Frost Witch
Deals 890 damage and stun for 2 rounds
80%
Witch flys on broom then shoots a jolt of ice at enemy
Storm: Grindylow
Deals 1300-1350
Grindylow swims around then makes a huge bolt of lightning shock an enemy
70%
Life: Calm Lion
Deals 950-1000to enemy and absorb 400 to self
A lion comes and the area fills with grass and flowers. The lion then charges an enemy like fire cat.
Myth: Legend ghost
Deals 780-850 on all enemies
A large ghost appears and ghost touches all enemies with slow motion.
Death: Evil Pumpkin (lol)
Deals 650 to all enemies swap half to heal all friends
Instead of a scarecrow, it's just the pumpkin part. lol
Balance: Nirini of doom
Deals 140 fire 120 ice 170 storm 125 life 130 myth 130 death and then charges and deals 185 balance and -35% to next spell
A nirini appears in a similar way to ra and then uses its staff to repeatedly attack an enemy.
Feel free to comment on what ya think ;D


The Fire attack does too little damage

Survivor
May 19, 2009
26
I think a good idea for balance (being balance myself) would be...

Mummy! :)
So there is a sarcophagus in the middle of the circle, then it opens and a mummy comes out. The mummy looks around for a moment, then raises its
staff. From the staff comes a light that appears in a sphere shape, and then
it powerfully shoots at the enemy.
Damage: 950 to all enemies
Charms: -45% accuracy to all enemies
The spell makes sense. After all, mummies are known to be found in
pyramids, and that's balance for you...

-Suri Sandbreeze lvl 61 sorcerer


Survivor
Sep 29, 2009
35
Fire: Dalia Falmea Deals: 1,800-2,200 dmg.
Description: After dismissing her class, she turns her head towards the enemy and summons a Phoenix and it attacks.

Ice: Lydia Greyrose Deals: 1,600-2,500 dmg.
Description: After dismissing her class, Greyrose turns her head towards the enemy and summons an Ice Phoenix.

Storm: Halston Balestrom Deals: 1,700-2,400 dmg.
Description: After dismissing his class, Balestrom turns to the enemy and summons a giant Storm Bat and it attacks.

Myth: Cyrus Drake Deals: 1,800-2,600 dmg.
Description: After dismissing his class, Cyrus turns his head and scowls at the enemy and summons a giant Bloodbat and it attacks.

Life: Moolinda Wu Deals: 1,200-2,000 dmg.
Description: After dismissing her class, Moolinda turns her head to the enemy and summons a giant Leprechaun and it attacks.

Death: Malistiare's Ghost Deals: 1,300-2,100 dmg.
Description: Malistaire and Slyvia's ghosts appear and Malistaire holds Sylvia back. He summons an Undead Draconian and it attacks.

Balance: Alhazred Deals: 1,400-2,000
Description: Alhazred dismisses his class and summons a Hydra and it attacks.


Survivor
May 24, 2009
46
wikiwizard wrote:
Fire: Dalia Falmea Deals: 1,800-2,200 dmg.
Description: After dismissing her class, she turns her head towards the enemy and summons a Phoenix and it attacks.

Ice: Lydia Greyrose Deals: 1,600-2,500 dmg.
Description: After dismissing her class, Greyrose turns her head towards the enemy and summons an Ice Phoenix.

Storm: Halston Balestrom Deals: 1,700-2,400 dmg.
Description: After dismissing his class, Balestrom turns to the enemy and summons a giant Storm Bat and it attacks.

Myth: Cyrus Drake Deals: 1,800-2,600 dmg.
Description: After dismissing his class, Cyrus turns his head and scowls at the enemy and summons a giant Bloodbat and it attacks.

Life: Moolinda Wu Deals: 1,200-2,000 dmg.
Description: After dismissing her class, Moolinda turns her head to the enemy and summons a giant Leprechaun and it attacks.

Death: Malistiare's Ghost Deals: 1,300-2,100 dmg.
Description: Malistaire and Slyvia's ghosts appear and Malistaire holds Sylvia back. He summons an Undead Draconian and it attacks.

Balance: Alhazred Deals: 1,400-2,000
Description: Alhazred dismisses his class and summons a Hydra and it attacks.



huh?

Defender
Oct 15, 2009
133
There is enough monster, creature, animal mini movie spells. It would be nice to 1) Have spells that are unique to the schools - no treasures and 2) That bring some different dynamics to the game other than just straight damage.

Ideas:

Myth- Spell Name: Mystical Mirror
What is looks like: Actually a very simple looking spell, but very complex in nature- the wizard casting this spell becomes a clone of their opponent in every way for six rounds. Pips, gear, spells in deck, etc. You force the person or monster to fight themselves. This could be similar to insane bolt in that it may be a blessing or curse. Certainly interesting.

Balance- Spell Name: Reciprocal Ring
What it looks like:
Another simple looking yet powerful spell. It is actually a new bubble. The outline would be the faint outline of a clock face that turns backwards.
Effect: If the caster is currently going second in the turn of attacks, they now go first. At least until someone else casts another type of bubble. This may seem like a a minor spell in comparison to the other spells suggested here, but I dont think there is much argument in how powerful it is to be going first.

Death- Spell Name: Dark Knight
What it looks like: A tall knight (not giant) rises from a dark crack in the ground. His armor is black shiny metal. With a black morning star in one hand and black metal shield in the other his face plate opens to reveal it is actually an empty suit if armor. A noticeable storm-like gush of wind swirls around its opponent and sucks what appears to be life force. (Much like what the other death spells do).
Effect: Here’s the big separator from any other spell in the game. In addition to doing whatever set amount of damage with half back in life- it also steals half of the opponents pips. Example (500 death damage + 250 health back to caster + half of pips)

Fire- Spell Name: Solar Wind
What it looks like: Similar to Tempest, but instead of a water wave. The duel circle turns to a low pulsing fire. Like the wizards were standing on the surface if the sun. A massive pulse of wind mixed with fire hits the opponent. (Attack all spell)
Effect: Another big hitter like Tempest, but uses all pips. Including doing a massive amount of damage to an unprotected victim, stuns them for one round.

Ice- Spell Name: Glacier
What it looks like: A massive glacier rises from the casters side. It rumbles the ground as it plows through the opponent or team.
Effect: An attack all spell would do a moderate amount of damage, but like Earthquake would knock all shields off. Unlike Earthquake- would be the only spell in the game that also knocks off stun shields.

Storm- Spell name: Abyssal Armor
What it looks like: The caster raises the wand to the sky and a field of electrical sparks swarm the caster. In an explosion of sparks the caster is enveloped in a suit of temporary electrical armor that is exclusive only to storm. When cast at fullest pips it glows a bright bluish/dark purple color and fades as it sustains damage.
How it works: Much like the frozen armor it is based on how many pip the storm is willing to invest. It also packs a strong level of protection 200 per pip, including death. It differs in that it is not a shield that can be stolen. The suit of electrical energy will begin to fade dimmer and dimmer until it runs out with damage shattering it. While it potentially could be damaging giving a storm that much protection, it takes all their pips to use.

Life- Spell Name: Reincarnation What it looks like: As far as looks, real simple when cast a halo of light appears over the person’s head the caster chooses or over their own head. This is essentially a second chance. It should take nothing less than all pips at fullest.
How it works: It may seem like a waste to cast it on someone else because of the fact that a heal spell can essentially do the same thing. The spell goes into effect after a wizard gets knocked out. It brings them back with half their health. There are numerous strategies of which I wont go into of how this could work on other people. But for a life wizard to use on themselves is where it really shows its power. Once cast you essentially have to beat the life wizard twice. Once their health is at zero if the life wizard cast this earlier in the match, it goes into effect and brings them back. So an opponent knows if they see this cast they are going to have to put the life wizard down again.

Again, with spells like these- turning them into treasures that everyone can use would water down the system.


Explorer
Jan 22, 2011
75
Survivor
Sep 05, 2011
40
storm:posiedon
1110-1175and stun for 2 rounds (all enemies) Kind of like Triton but posiedon.

fire:sun
940-1000and -40% acurracy to all enemies Sun comes and fire comes around enemy and then the -40% accuracy comes in.

ice:hypothermia
870-935 ice erupts around enemy and snow falls.

death:werewolf
755 damage to enemy and half to you. werewolf scratches enemy takes health then give half to you.

life:tree bark
heal 1115 to all friends tree shows up and bark falls off and heals all of friends.

myth:gorgon
785-855 like Medusa but one of her sisters.

balance:mummy
790-850 tomb comes in mummy climbs out and attacks.

Defender
Oct 15, 2009
133
Hey Mythknowledge check out the title of the first thread in the dorms forum.

Survivor
Jul 01, 2009
2
Life: Venus Fly Trap 725-775 to all 400 Absorb to self: Comes close to your wizard then lures you in with an aroma and snaps its mouth closed .

Death: Shrieker 550-650 All enemies Half health to you and all allies: Flies high into the air then releases a piercing scream that harms all wizards.

Balance: Mummy 925-975 -75 to next attack: A pyramid comes from the ground and an ancient pharaoh wraps its wrapping around the enemy wizard then pulls the wrapping out very quickly.

Storm: Supercell 1100 destroys all shields, blades, etc: A thunderous cloud appears then many thunder bolts attack then a very strong gust of wind destroys the shields, blades, etc

Myth: Bigfoot 200 first attack then 750 to all +25 to all myth spells: A big forest appears then he breaks through the trees and then runs at you and attacks you with his arm (150 damage) then steps on you with this big foot (750 damage).

Fire: Heat Wave 550+550 over 3 rounds +40 fire blade to self: You first see a suburban community with kids laughing in the background then it turns all red and an orange wave comes to the enemy wizard.

Ice: Cryotube 150 damage +650 over 3 rounds -90 shield to self for anything (like a more powerful tower shield): The cryotube magically walks to the wizard :D and closes him in it as it closes him in it it blows up and causes the 150 damage then he has freezer burn that is the 650 damage over three rounds.


Survivor
Mar 19, 2010
22
Hello wizards!
I have some ideas for level 78 spells.

Balance
Spell: Astral Revelations
Rank: 10
Accuracy: 85%
Damage: 880 Moon, 930 Star or 990 Sun to all enemies + Astral Blade on caster (+30% Moon, +30% Sun and +30% Star)
Description: The spiral appears on top of the screen and appear a big star, the sun or moon, hitting enemies with a light ray.
(P.S.: It's a spectral blast, but to all enemies and with astral hits)

Death
Spell: Werewolf Claw
Rank: 10
Damage: 820 - 920 to all enemies
Description: A werewolf appears from the middle of a cursed forest and uses his claws to attack the enemies.

Fire
Spell: Flame Wings
Rank: 10
Damage: 1060 - 1120 to one enemy + 2 Weakness (-15% to next spell)
Description: An warrior appears on his flame bird and attack the enemy

Ice
Spell: Aurora Attack
Damage: 825 - 930 to all enemies and steal 1 ward
Description: "We are in the south or north pole" and appears a aurora borealis on the sky, that hits the enemies with a light shot.

Myth
Spell: Gryphon
Description: A gryphon appears in the sky and attack all enemies
Rank: 10
Damage: 925 - 985 to all enemies + 45% Mythblade on caster

Life
Spell: Anaconda
Rank: 10
Damage: 900 - 960 to all enemies + 1 random dispel
Description: An anaconda appears from the forest and " eats" the enemies

Storm
Spell: Jellyfish Shock
Rank: 10
Damage: 1140 - 1200 to one enemy
Description: We are in the ocean (like Triton spell animation) and appears a big jellyfish in a cave underwater. It get out of there and uses it's tentacles to attack the enemy.

That is all. I hope you like :-)

Survivor
Jul 13, 2010
1
i think the level 78 spells should be

fire: burning ghost does 980 damage to one enemy and stuns them for 2 rounds

ice: avalanche does 400+1100 to all enemies and a taunt a mountain bursts up the ground and a whole bunch of ice boulders fly down and hit the enemies

storm: water spout does 1040 damage to one enemy a lightning bolt hits the middle of the battle of the battle field and a water tornado hits the enemy making them lose there blades

life:caterpillars revenge 900-980 to all enemies a caterpillar appears and roars at the enemies goes in his cocoon and comes out as a butterfly to hurt them he wraps his wings around the enemy
myth: worm a long worm with sharp teeth attacks the enemy with 100 damage then it does 990 damage by chomping it with its teeth

death: headless horseman 720 damage to all enemies and half 435 health back it starts off as you looking at the moon you hear a wolf howl and the headless horseman runs out of the forest chuckles loudly and he throws his pumpkin at all enemies one by one

balance sand demon you see a pyramid come out of the ground and it bursts open a sand demon fly's out and takes his sandy hand and smacks each enemy giving your team each a balance blade 920-990 damage all enemies

Joshua Shadow fist transcended necromancer level 70

Survivor
Jun 05, 2009
32
codastar wrote:
We dont need anymore spells.


Dude, you are so wrong. Since when can you have too many spells?! Keep your deck if you want, but don't suggest no more spells.


Champion
Nov 22, 2008
447
fx41001 wrote:
Here are my ideas . . .

Storm- A hurricane or tornado dark skies all around and thunder and lightning flashing all around. 10 pips 1350 damage and add a dispel or weakness to one person.

Fire- I would say a Kylin or something similar. 10 pips 1200 damage and something else on the end of it. Maybe a dot more to one person.

Ice- And ice crystal dragon or a yeti. 10 pips 950 damage and an after effect on it to make it a little more powerful.

Life- Natures fury or fairy queen, a dot spell 250 damage up front and 750-875 over 3 rounds to all enemies? A wiping vine come out of the air or something nature or a jungle type theme for it or A woman with flowers all around her comes of of the jungle and does something.

Death- They need another aoe card but I am not sure of what to make it? A grim reaper? I just feel it would almost copy scarecrow and steal health and convert it which it shouldn't be.

Myth- Um choose a Greek god or something from Greece or Rome? I am bad at myth and all? It could be a gargoyle. Find a way to make it creative and I know it will have a stun but add a weakness? 10 pips 1050 damage

Balance- A balance dot ? Or a balance card aoe that can randomly choose any when attacking and goes to all people. - - - like if its 4v4 and one person on the left casts it to the right side. It will be random and choose any school to attack with and different to each of the 4 people. Also any time it chooses a new school to attack with it triggers the blade on the balance to do more damage? Just my idea. 10 pips 600-1000 damage depending on the school it chooses to attack with



To assist with he Myth spell:

Artemis:
The goddess of the hunt appears under a full Moon and draws her bow. Her quiver of silver arrows full. She takes a hunting horn and blows it. Suddenly many nymphs appear from the background. All of them draw their bows and Artemis signals to knock an arrow. They all take a knee, even Artemis, and knock one arrow. Artemis fires her bow at the opponent as do her nymphs.
(The total damage done it 16,000 without boosts) She repeats this with each opponent from taking a knee to attacking. When she has finished she gives you a myth blade and a tower shield.

Survivor
Jul 18, 2011
1
Fire: granny pwnage
10+1250 to all enemies 70%
An old granny walks up with a fresh flaming batch of cookies in a silver plater, then she random throws all the cookies at the enemies

Survivor
Dec 31, 2010
41
Your spell ideas are just fine, just overpowered by a mile. My best (and only) spell ideas are:

Death
Crypt Spider
900 drain damage and convert half to heal and stun 1 round to all enemies.

"A tomb laced in cobwebs rises out of the ground. Screen zooms inside and 3 pairs of red eyes open one pair at a time. Screen shudders and tomb explodes. Giant spider appears, lots of tiny spiders escape from a mound of web behind the giant spider. Spider rears back and strikes enemy. Blue energy runs up the string connecting the spider and its fangs. Spider turns to caster and spits a giant ball of blue energy onto the caster. Spider turns to opponent, raises its abdomen and squirts silk onto the opponent and spins it around the enemy while little spiders scurry towards the foe. Then stun" ( to all enemies )

Myth
Deathworm: 20% pierced 800 damage to all enemies and destroy all wards

"A little village in the desert sprouts up with little people running around (similar to stormzilla). Then a giant toothed and spiked worm jumps up from the ground and devours the village and faces it's head to the opponent. First it dives head first onto the opponent and keeps borrowing under them, causing damage. Then, it comes out of the ground again and spits acid (like humongo frog but faster) and destroys all wards (repeat to every enemy).

Sincerely, Jeffrey Spirithunter
lvl 70 Necromancer
"Death is for the past, Life is for the future..."

Survivor
Mar 25, 2009
36
wikiwizard wrote:
Fire: Dalia Falmea Deals: 1,800-2,200 dmg.
Description: After dismissing her class, she turns her head towards the enemy and summons a Phoenix and it attacks.

Ice: Lydia Greyrose Deals: 1,600-2,500 dmg.
Description: After dismissing her class, Greyrose turns her head towards the enemy and summons an Ice Phoenix.

Storm: Halston Balestrom Deals: 1,700-2,400 dmg.
Description: After dismissing his class, Balestrom turns to the enemy and summons a giant Storm Bat and it attacks.

Myth: Cyrus Drake Deals: 1,800-2,600 dmg.
Description: After dismissing his class, Cyrus turns his head and scowls at the enemy and summons a giant Bloodbat and it attacks.

Life: Moolinda Wu Deals: 1,200-2,000 dmg.
Description: After dismissing her class, Moolinda turns her head to the enemy and summons a giant Leprechaun and it attacks.

Death: Malistiare's Ghost Deals: 1,300-2,100 dmg.
Description: Malistaire and Slyvia's ghosts appear and Malistaire holds Sylvia back. He summons an Undead Draconian and it attacks.

Balance: Alhazred Deals: 1,400-2,000
Description: Alhazred dismisses his class and summons a Hydra and it attacks.



I'm just saying but he maximum damage aloud is 1600

Isaac Dragonthorn Liberator of the Helephant Lvl. 70

Survivor
Aug 26, 2011
2
johnjm wrote:
I thoght that a good myth spell would be cereberus

880-950 damage

80% accuracy

10 pips

In greek mythology there is a passage to the underworld called the river sticks. The skeleton guy who rows the boat into the under world is riding in the boat and there is a cave that leads to the underworld. he gets close to the cave and then cereberus busts out of the cave and knocks the guy off the boat because he guards the entrance to make sure that no one gets out. Then all three heads bite at the same time and do 880-950 damage to the target. He is basicly a 3 headed dog with spiked collars and snakes are sticking out from under them. Hope people like the idea.

John Shadowblade lvl 49 myth
its river styx.

Defender
May 05, 2010
101
Balance: Ark of the Covenant

50% to deal 895 Fire, Storm, Ice, Death, life, or Myth Damage to all enemies
or -95% to all enemies.

Death: Ghost Pirate

640 damage and give half and +25% drain heal to all enemies.

Survivor
Sep 30, 2010
14
wwiill11 wrote:
Oh! Heres some!
Name:Gaea's revenge(LIFE)

Accuracy:85%

Damage:900-1100 to all enemies, absorb 700

Earth looks like a bunch of hills and animals and trees, then rivers cut the outline of a body. Mountains crumble, and Gaea sits up causing an avalanche that hits enemies

Name:Ouranos(BALANCE)

Accuracy:80%

Damage: 1400 to one enemy +25% to next spell

Starry sky, and then the stars start whizing around again and again until they form a shape, and Ouranos jumps to the ground with a sythe(pause for effects) and then slices downwards

William Deathhead, level 68 necromancer


Ouranos is more storm if you ask me. Just saying but like the scythe and pause for effect thing.

David Hexstaff Level 70 wizard

Survivor
Apr 05, 2012
11
twinkz wrote:
I think that life should be "Mother Nature" and do 1000 damage to all enemies. It should be like a dense forest then Mother Nature comes out with all the animals, the animals give her a staff, and she zaps the enemy with a bolt of life.

- Brianna Starwalker

I really like the idea!