Spell: Thorn Rain. | Unlocked at level: 5 | Pip cost: 2. | Deals 150 Damage to all enemies
Spell: Anti Life | Unlocked at level: 8 | Pip cost: 0. | -90% to next heal spell
Spell: Cacti Shield | Unlocked at level: 10 | Pip cost: X | -5% to next incoming cacti spell per pip
Spell: Mega Sandstorm | Unlocked at level: 16 | Pip cost: 4 | Deals 250-500 damage to all enemies, heals 10%
Spell: Cactus Power | Unlocked at level: 22 | Pip cost: 4 | Increases critical rate by 50 for 3 rounds for all wizards
Spell: Cactus Juice | Unlocked at level: 26 | Pip cost: 5 | Makes enemy pass for 3 rounds
Spell: Cactus Trap | Unlocked at level: 33 | Pip cost: 0 | +25% damage to next outgoing cactus spell
Spell: Sand Tempest | Unlocked at level: 42 | Pip cost: 6 | Deals 500-700 damage to all enemies
The next spells are what you get if it is your primary school.
Spell: Cactus Blade | Unlocked after enrollment | Pip cost: 0 | +35% to next outgoing cactus spell
Spell: Presision | Unlocked at level: 7 | Pip cost: 0 | +10% accuracy to next outgoing spell
Spell: Mega Shield | Unlocked at level: 10 | Pip cost: 1 | -30% to next 3 incoming damage spells
Spell: Cacti Shock | Unlocked at end of Wizard City | Pip cost: 2 | next 2 spells wont fizzle
Spell: Cacti Minion | Unlocked at level: 18 | Pip cost: 3 | Summons a cactus minion
Spell: Loving Cactus | Unlocked at end of Krokotopia | Pip cost: 3 | Heals for 50+600 over 3 rounds
Spell: Cactus Judge | Unlocked at level: 28 | Pip cost: 4 | Will do 12,000 damage or heal 2,000 to self
Spell: Mega Blade | Unlocked at end or MarleyBone | Pip cost: X | +20% damage to next outgoing cactus spell per pip
Spell: Over Water | Unlocked at level: 35 | Pip cost: 1 | Dispel next outgoing cactus spell
Spell: Prince Cactus | Unlocked at level: 38 | Pip cost: 6 | Deal 800-900 cactus damage
Spell: King Cactus | Unlocked at level: 48 | Pip cost: 7 | deal 1000 cactus damage and dispel next spell
Spell: Queen Cactus | Unlocked at level: 55 | Pip cost 3 | Heal 500-800 to all friends
Spell: Sand Monster | Unlocked at level: 58 | Pip cost: 8 | Deal 1200 cactus damage and heal half
Spell: Mega Cactus | Unlocked at level: 68 | Pip cost: 9 | Heal 1000+3000 over 3 rounds to all friends
Spell: Pip Power | Unlocked at level: 72 | Pip cost: X | Turns all pips into health, 100 health per pip
Spell: Power Drain | Unlocked at level: 75 | Pip cost: 4 | Turns all power pips into normal pips
Spell: T-Rex | Unlocked at level: 88 | Pip cost: 10 | Deals 1500 cactus damage and stuns for 2 rounds
This school has low health!
Thats all for now! This took a while to make!
Sincerely, Adam G.
Uh, don't know how to tell you this but your idea is full of flaws. For instance, Cactus Juice would be way to helpful to anyone who casted it. I mean, 3 rounds? Really? You could die in that much of a stun timeframe and your enemy might be able to heal themselves enough that it looks like they were never hit. Also,about the mega cactus spell, that's way to much healing in one spell. I'm not even sure if a Life wizard could do that much to one person with critical, let alone three. Although, the spell Cacti Shock sounds like one of the best spell s that could have ever been thought of. There are some other flaws but just not as bad. And, as popicool said, we really don't need another school.
Sounds just like Balance, and as I said before, a new school is the last thing we need in the game.
Ya but in the future they cant just keep making new worlds, they have to add a new school eventually. I based it off of balance but still made it different. It's also based off of death with the stealth health spells. And based off of ice's "Ice armor" with the X pip armor. So, it kinda has all of the schools in it. (also it has good power like storm)
Sounds just like Balance, and as I said before, a new school is the last thing we need in the game.
Ive also played way longer than you, after a while once you have gotten through all the schools, it gets kinda boring cause all you get is new mobs and quests, and usually just 1 new spell. It just gets boring after a while, having the same schools...
Ive also played way longer than you, after a while once you have gotten through all the schools, it gets kinda boring cause all you get is new mobs and quests, and usually just 1 new spell. It just gets boring after a while, having the same schools...
But it would be unfair for the wizards who already have their school selected!
The future wizards will be able to choose! But not us.
They should be included the same way they did in Celestia. Maybe in the Third Arc First world. And what eould be the advantage of wasting so many points on spells that will be weak as you dont have gear boost for them?! Duh!
Uh, don't know how to tell you this but your idea is full of flaws. For instance, Cactus Juice would be way to helpful to anyone who casted it. I mean, 3 rounds? Really? You could die in that much of a stun timeframe and your enemy might be able to heal themselves enough that it looks like they were never hit. Also,about the mega cactus spell, that's way to much healing in one spell. I'm not even sure if a Life wizard could do that much to one person with critical, let alone three. Although, the spell Cacti Shock sounds like one of the best spell s that could have ever been thought of. There are some other flaws but just not as bad. And, as popicool said, we really don't need another school.
I know you spent a whole lot of time making this idea but as other people said- its a school based off of balance. Cacti Judge? Totally copied off of balance. In fact almost every spell involves massive healing that a life wizard cant even do with a critical and cactus spells that are basically the same as balance. I dont think we need another school!!! Another mob type to be added where? In the newer worlds? Kinda weird for them to just start appearing in worlds beyond azteca.... Great effort though!!!!!