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Spell Idea

AuthorMessage
Explorer
May 15, 2009
55
It's not a specific idea, but more of a CCG play style that I wish I could use in Wizard101. The play style is called 'Ramp' and its focus is to build mana/pips quickly using spells, and then when enough mana/pips have been accumulated you use a card/spell that could very much win you the match.

Now we do have X pip spells and we do have empower & empowerment, but these spells are scattered between schools, and not effective when brought together. For example fire has a very strong X pip spell worthy of ramping into, but a school like death with it's X pip minion have no shot at ending a battle by casting it.

I can see similarities between fire and death, and I feel these schools could use some spells that create a synergy with a ramp play style. Fire could get a pip building spell, and death could get a very powerful X pip spell. Here are some ideas:

Name: Thirst
School: Death
Pip Cost: X
Effect: 10% Boost per pip to death damage and health steals until defeated.


Name: Kindle
School: Fire
Pip Cost: 1
Effect: Sacrifice traps for 2 pips per trap.