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Wysterian spells to add? Falmea thursday?

AuthorMessage
Explorer
Sep 19, 2012
50
sadly these are late..
It comes to mind that as daft as the Wysteria instructors are..they MUST know something of use or they wouldn't hack it as teachers... also Wysteria comes at a difficult time for us lowly wizards, its unlocked at 25 and though the entire world is a side world, mainly its been used for Zeke training points, a bit of fun(tournament cup), and loads of xp...however those of us that completed the world were left often wondering why our "substitute teachers" didnt have anything new to teach us..kind of a void needing to be filled.. most of us had ASSUMED we would be offered a spell or two to spend our training points on..therefore I offer a few new ideas that could become Wysteria-themed school spells.

EMBER(aka Fire)-theory/logic-Embers provide warmth and security, treat injuries, are safe and patient, are used to both bake cookies and to forge artifacts like weapons or shields.
WARMTH-pip cost 1 white pip-bearer places a +30 accuracy charm on self and gains one golden pip.
SECURITY-pip cost 3-bearer places 3 -30 tower shields on self and 1 -30 accuracy smokescreen on all opponents.
MAGMAFIED-pip cost 5-bearer places a 500 magma absorb on self and gets a 500 overtime heal(200 immediately, 100 for next 3 rounds)-*animation*-a burning pixie is cast and she waves her wand placing a magma blister looking shield shaped absorb then poofs out raining sparks/embers that float down and around caster which heal some and then settle into OT position.

TEMPEST(aka Storm)-theory/logic-purify and rebuild, duality/hidden meaning, deep waters, ebb and flow of life.
PURITY-pip cost 1 white pip-bearer places a tower shield and a +30 accuracy charm on self.
REFLECTION-pip cost 3-for next 3 turns all incoming damage is mirrored onto opponent who casts it.
TIDAL SURGE-pip cost 5-removes all DOT on bearer plus OT heal next 3 rounds of 100, 200, 300 respectively.*animation*-a swirling whirlpool starts at feet of wizard sucking in all DOT around caster's feet to be spun back out shapes into rippling bubbles the heal lasts for next 3 turns cannot be stolen.

to be continued..
stormy jen silver

Explorer
Sep 19, 2012
50
FROST(aka Ice)-theory/logic-fleeting, fragile, delicate, rare yet forms amazing crystal of beauty and complexity.
CRYSTAL CHARM-pip cost 1 white pip-bearer places a +45% crystal charm on self which when activated by either the next attack or heal casted by bearer its boosted by +45% (guiding light charm of +45% or dragonblade of +45%).
SHATTER ME-pip cost 3-bearer casts a 200 crystal absorb on self then when it is shattered, pierced or broken from an attack it explodes(interrupts) and sends crystal shards back to opposing team as a mass +10 any school pierce trap.
SNOWFAIRIES-pip cost 5-gives +300 health to team and changes all shields(not absorbs) on caster into OT health for next turn.*animation*-a Snowfairy flies out from caster(has crystal or snowflake wings wears light blue dress)heals each team member as if it were a regular pixie then flies back to castor and waves her wand as each shield breaks it turns into a snowflake that rotates around caster's feet until next turn when they are all used at once.(-50 shield turns into +50 health, -70 to +70 etc)

EQUILIBRIUM(aka Balance)-theory/logic-bring order, like in a lab all tools are equal in importance to restore order.
RADAR-pip cost 1 white pip-bearer casts one tower shield on self and places a crystal prism on opponent, which when hit with spirit or elemental damage becomes that school polar opposite(myth to storm etc)and if hit with balance school damage attack becomes a random spirit or elemental school damage.
SONIC BOOM-pip cost 3-a single enemy hit that does 50 then 300 the following turn, places an infection -50 and stuns opponent for 1 turn.
SYNERGETIC-pip cost 5-calls one random spirit school minion rank 4 plus gain one golden pip and one dragonblade of +35(stacks).*animation*golden sunshine pours over caster dropping a dragonblade and a golden pip, then you see either the life pixie minion, the blue helmet Cyclops or the yellow soul wraith death minion walk over to minion spot.
tbc..
stormy jen

Explorer
Sep 19, 2012
50
SPIRIT(aka Death)-theory/logic-concerned with the ghostly state of afterlife, channeling the immaterial world.
BREATH OF DEATH-pip cost 1 white pip-stun opponent one turn and get a +10 (any school)pierce blade on self.
DIGGING THE GRAVE-pip cost 3-take 300 death damage to self to gain a 300 spirit absorb(or spirit armor look if easier) and cast a -30(stacking) plague on all opponents.
ETHEREAL SHROUD-pip cost 5-this is a life-stealing AOE double hit of 50 then 250 for each opponent 1/2 life back while turning wizard into a ghostly state which means for the next 3 turns the caster neither takes nor deals damage(only traps shields weakness heals etc allowed).*animation*-wizard casts the spell then is lifted mid-air and comes down in middle of battle circle as a ghostly wraith, swings its arms once to do 50 AOE damage, then again to do the 250 AOE damage returns to their spot and see heals being used-[sidenote-they are souls for next 3 turns any attack launched at them during this time will be wasted, but neither can they attack]

EARTH(aka Life)-theory/logic-it is the magic of the real, magic of ground, growth and untamed wild, from the earth all things come and all things return to its clutches.
GROWTH-pip cost 1 white pip-casts 1 black mantle on opponent and gains 1 +35(stacking) lifeblade on self and a golden pip.
CARNIVOROUS-(triple-headed venus flytrap anime)-pip cost 3-single enemy hit that is triple impact life school attack 100,100, and 100 plus leaves 3 -30 weaknesses on the opponent.
BINDING ROOTS-pip cost 5-steal 1 random shield and 2 pips from all enemies and stun all one round.*animation*the ground rumbles and shakes then from under the opposing team springs giant ugly green thorny vines that then wrap and squeeze opponents stunning them then are called back to the caster bringing(up to 4) the shields and the pips they stole too.

to be continued..
stormy jen silver

Explorer
Sep 19, 2012
50
last piece i hope :3

CHAOS-(aka Myth)-theory/logic-is the magic of the unusual, unexpected, and unpredictable, defies normal logic, turns things down-side up, is anything but boring.
VACCUUM-pip cost 1 white pip-steal and absorb flat 200 health from opponent and steal their minion(if any).
BEFUDDLE-place 3 tower shields on self and 3 insane charms on opponent.[sidenote-insane charm give 75% chance that on opponents turn they either end up attacking themselves, or healing you].
CHAOTIC-single enemy hit that (earthquake kinda) removes both blades/charms and shields/absorbs from an enemy, does 300 DOT damage and stuns for 2 turns.*animation* -colors of midnight and wicked mustard yellow lightning swirl around the wizard then into a ball of energy that is thrown into the opponents smashing all charms and wards, stunning for next 2 rounds, then placing a DOT for next 3 rounds of 100 damage each round.

Pretty sure the most that read this will intitially scream "TOO OP!", but after much research and study wizards for each of these schools need the types of spells I suggest above and at the precise level too( Wysteria unlocks at 25). But to make things seem more balanced and fair, as a compromise I offer not only that Wysteria be completely finished before you can obtain these spells, also that you must buy them in order(yes training points) but yet are used(golden pips) as if they are your equivalent school.

As Belledonna once asked your wizard, "Did meeting the Wysteria professers help repair the inaccuracies of Ravenwood? When your tournament is over, come back to see me, you can really learn something useful here."

ty for reading and listening,
stormy jen silver

Explorer
Sep 19, 2012
50
stormyjensilverdra... on Apr 5, 2016 wrote:
sadly these are late..
It comes to mind that as daft as the Wysteria instructors are..they MUST know something of use or they wouldn't hack it as teachers... also Wysteria comes at a difficult time for us lowly wizards, its unlocked at 25 and though the entire world is a side world, mainly its been used for Zeke training points, a bit of fun(tournament cup), and loads of xp...however those of us that completed the world were left often wondering why our "substitute teachers" didnt have anything new to teach us..kind of a void needing to be filled.. most of us had ASSUMED we would be offered a spell or two to spend our training points on..therefore I offer a few new ideas that could become Wysteria-themed school spells.

EMBER(aka Fire)-theory/logic-Embers provide warmth and security, treat injuries, are safe and patient, are used to both bake cookies and to forge artifacts like weapons or shields.
WARMTH-pip cost 1 white pip-bearer places a +30 accuracy charm on self and gains one golden pip.
SECURITY-pip cost 3-bearer places 3 -30 tower shields on self and 1 -30 accuracy smokescreen on all opponents.
MAGMAFIED-pip cost 5-bearer places a 500 magma absorb on self and gets a 500 overtime heal(200 immediately, 100 for next 3 rounds)-*animation*-a burning pixie is cast and she waves her wand placing a magma blister looking shield shaped absorb then poofs out raining sparks/embers that float down and around caster which heal some and then settle into OT position.

TEMPEST(aka Storm)-theory/logic-purify and rebuild, duality/hidden meaning, deep waters, ebb and flow of life.
PURITY-pip cost 1 white pip-bearer places a tower shield and a +30 accuracy charm on self.
REFLECTION-pip cost 3-for next 3 turns all incoming damage is mirrored onto opponent who casts it.
TIDAL SURGE-pip cost 5-removes all DOT on bearer plus OT heal next 3 rounds of 100, 200, 300 respectively.*animation*-a swirling whirlpool starts at feet of wizard sucking in all DOT around caster's feet to be spun back out shapes into rippling bubbles the heal lasts for next 3 turns cannot be stolen.

to be continued..
stormy jen silver
i thought maybe explaining the logic behind these might get a bit more attention.. though i could be wrong..

EMBER/FIRE school- between level 16-26 they have learned- choke(stun all), immolate,scald, steal blade, fireblade, wyldfire(fire bubble), fire pism, have overtime hits, overtime heal, fire traps, heckhound, and meteor.. gets decent minion at 28..
what FIRE school wants/needs are-better accuracy, better(golden) pips, all school shields, stronger heal that lasts until they can hit..most fire feel fairly balanced at this level otherwise.

TEMPEST/STORM school-between level 16-26 they have learned-cleanse charm, disarm(break opponants blade), prism, stormblade, storm traps, high damage single hits, worst minion, accuracy charm..gets tempest at 28..
what STORM wants/needs-overtime hits, heal, any school shields, better accuracy, better health..most storm feel ok at this level otherwise.

Explorer
Sep 19, 2012
50
stormyjensilverdra... on Apr 5, 2016 wrote:
FROST(aka Ice)-theory/logic-fleeting, fragile, delicate, rare yet forms amazing crystal of beauty and complexity.
CRYSTAL CHARM-pip cost 1 white pip-bearer places a +45% crystal charm on self which when activated by either the next attack or heal casted by bearer its boosted by +45% (guiding light charm of +45% or dragonblade of +45%).
SHATTER ME-pip cost 3-bearer casts a 200 crystal absorb on self then when it is shattered, pierced or broken from an attack it explodes(interrupts) and sends crystal shards back to opposing team as a mass +10 any school pierce trap.
SNOWFAIRIES-pip cost 5-gives +300 health to team and changes all shields(not absorbs) on caster into OT health for next turn.*animation*-a Snowfairy flies out from caster(has crystal or snowflake wings wears light blue dress)heals each team member as if it were a regular pixie then flies back to castor and waves her wand as each shield breaks it turns into a snowflake that rotates around caster's feet until next turn when they are all used at once.(-50 shield turns into +50 health, -70 to +70 etc)

EQUILIBRIUM(aka Balance)-theory/logic-bring order, like in a lab all tools are equal in importance to restore order.
RADAR-pip cost 1 white pip-bearer casts one tower shield on self and places a crystal prism on opponent, which when hit with spirit or elemental damage becomes that school polar opposite(myth to storm etc)and if hit with balance school damage attack becomes a random spirit or elemental school damage.
SONIC BOOM-pip cost 3-a single enemy hit that does 50 then 300 the following turn, places an infection -50 and stuns opponent for 1 turn.
SYNERGETIC-pip cost 5-calls one random spirit school minion rank 4 plus gain one golden pip and one dragonblade of +35(stacks).*animation*golden sunshine pours over caster dropping a dragonblade and a golden pip, then you see either the life pixie minion, the blue helmet Cyclops or the yellow soul wraith death minion walk over to minion spot.
tbc..
stormy jen
breakdown of logic behind these spells..

FROST/ICE school- level 16-26 they have learned- frostbite, steal a shield, tower shield, prism, stun, 4 single hits, blizzard.. gets decent(i loved mine)minion at 28..
what ICE wants-heal of our own school, damage..most ICE feel very weak during this time w/o blades or traps

EQUILIBRIUM/BALANCE school-level 16-26 they have learned- overtime heal, sandstorm, decent minion, reshuffle, unbalance, weakness, blades, traps, spectral blast..gets judge at 28..
what BALANCE wants-spirit minion, better(golden) pips, prisms, overtime hits

Explorer
Sep 19, 2012
50
stormyjensilverdra... on Apr 5, 2016 wrote:
SPIRIT(aka Death)-theory/logic-concerned with the ghostly state of afterlife, channeling the immaterial world.
BREATH OF DEATH-pip cost 1 white pip-stun opponent one turn and get a +10 (any school)pierce blade on self.
DIGGING THE GRAVE-pip cost 3-take 300 death damage to self to gain a 300 spirit absorb(or spirit armor look if easier) and cast a -30(stacking) plague on all opponents.
ETHEREAL SHROUD-pip cost 5-this is a life-stealing AOE double hit of 50 then 250 for each opponent 1/2 life back while turning wizard into a ghostly state which means for the next 3 turns the caster neither takes nor deals damage(only traps shields weakness heals etc allowed).*animation*-wizard casts the spell then is lifted mid-air and comes down in middle of battle circle as a ghostly wraith, swings its arms once to do 50 AOE damage, then again to do the 250 AOE damage returns to their spot and see heals being used-[sidenote-they are souls for next 3 turns any attack launched at them during this time will be wasted, but neither can they attack]

EARTH(aka Life)-theory/logic-it is the magic of the real, magic of ground, growth and untamed wild, from the earth all things come and all things return to its clutches.
GROWTH-pip cost 1 white pip-casts 1 black mantle on opponent and gains 1 +35(stacking) lifeblade on self and a golden pip.
CARNIVOROUS-(triple-headed venus flytrap anime)-pip cost 3-single enemy hit that is triple impact life school attack 100,100, and 100 plus leaves 3 -30 weaknesses on the opponent.
BINDING ROOTS-pip cost 5-steal 1 random shield and 2 pips from all enemies and stun all one round.*animation*the ground rumbles and shakes then from under the opposing team springs giant ugly green thorny vines that then wrap and squeeze opponents stunning them then are called back to the caster bringing(up to 4) the shields and the pips they stole too.

to be continued..
stormy jen silver
continued breakdown logic behind these spells..

SPIRIT/DEATH school-level 16-26 they have learned-infection, deathblade, 2 single hit healback spells, 2 regular single hit spells, 3 traps(including feint), poison, sacrifice, prism..gets an all pip minion at 28..
what DEATH wants-stuns, pierce, smaller pip minion, AOE spell, weakness, all school shield..most death love this level however after 28 dont get another hit spell until 45 :/

EARTH/LIFE school-level 16-26-they have learned-5 heal spells, 4 tiny single hits, lifeblade, spirit armor(absorb), decent minion(heals lots), prism..gets huge overtime heal(regenerate) at 28..
what LIFE wants- extra pips, extra damage or blade, AOE(hit all enemy) spell, overtime or double hit spells, stun, black mantle, mini reshuffle..

Explorer
Sep 19, 2012
50
stormyjensilverdra... on Apr 5, 2016 wrote:
last piece i hope :3

CHAOS-(aka Myth)-theory/logic-is the magic of the unusual, unexpected, and unpredictable, defies normal logic, turns things down-side up, is anything but boring.
VACCUUM-pip cost 1 white pip-steal and absorb flat 200 health from opponent and steal their minion(if any).
BEFUDDLE-place 3 tower shields on self and 3 insane charms on opponent.[sidenote-insane charm give 75% chance that on opponents turn they either end up attacking themselves, or healing you].
CHAOTIC-single enemy hit that (earthquake kinda) removes both blades/charms and shields/absorbs from an enemy, does 300 DOT damage and stuns for 2 turns.*animation* -colors of midnight and wicked mustard yellow lightning swirl around the wizard then into a ball of energy that is thrown into the opponents smashing all charms and wards, stunning for next 2 rounds, then placing a DOT for next 3 rounds of 100 damage each round.

Pretty sure the most that read this will intitially scream "TOO OP!", but after much research and study wizards for each of these schools need the types of spells I suggest above and at the precise level too( Wysteria unlocks at 25). But to make things seem more balanced and fair, as a compromise I offer not only that Wysteria be completely finished before you can obtain these spells, also that you must buy them in order(yes training points) but yet are used(golden pips) as if they are your equivalent school.

As Belledonna once asked your wizard, "Did meeting the Wysteria professers help repair the inaccuracies of Ravenwood? When your tournament is over, come back to see me, you can really learn something useful here."

ty for reading and listening,
stormy jen silver
woot! last piece of info/logic/inspiration behind my Wysterian spells suggestions..

CHOAS/MYTH school-level 16-26- they have learned- stun all, single hits, several minions, pierce(break opponent shield), trap, mythblade, AOE frog(finally XD),minion-only buffs(blade,shield,or scarifice them for pips), prism..gets another single hit stun at 28..
what MYTH wants-overtime hit, heal, better minion

ok to sum all these up.. no matter what your first school is(especially if you are menu chat and dont know), we all feel a bit lacking in certain areas, and though i realize the off-balanceness of it is to keep a decided unique flavor to each school, it starts to get enough unbalanced that we train a secondary school, especially in pvp, just to find we need mastery amulets etc.. pvp starts to get boring with the same-old training points strats at these levels, and it isnt long until celestia where we can craft AMAZING gear and all of a sudden regret our previous training point spending habits.. kudos to member buybacks etc and ty.. BUT what if there was another way? a way in which having an elite pet, an elite piece of crown/pack/pvp gear, or a mastery amulet wasnt almost required for soloing pve or trying out a new fun thing in pvp? Thats why i suggested these as an option.. to help even things out at this awkward level without having to train ice to tower, death to feint, reshuffle, life to satyr like bleh >.< really overly used and stagnant strat in my opinion.. hopefully you will consider these ideas and see the potential for a more interesting training point build on a character..the possibilities could be far reaching and overall these shouldnt interfere with loremaster grinding for deer knight and winter moon, one shot gear or other things like amulets.. I feel these could enhance any/every wizard experience, I hope you agree.
ty very very much for listening,
stormy jen silver

Explorer
Sep 19, 2012
50
oops :x 2 notes/corrections..
1) DEATH school gets wraith at 42 not 45..
2)suggested FROST spell shatter me-it should read places a 10% pierce any school trap on opponents team..
sorry about that..
stormy jen silver

Defender
Feb 22, 2016
137
I think it'd be awesome if we could learn some "Earth" magic, or "Chaos" or "Tempest" etc.

I'm not sure, but I think I once suggested that they be added as new starter schools.

Wouldn't it be interesting to start as a Pigswick Academy student instead of at Ravenwood?

I think that could be a new game update right there: new starter schools, and new starter academies.

Imagine starting out at the School in Dragonspyre, or Mooshu, or Wyrmwood, or even Gobblerton etc.

- but pardon me, that's a whole nother' topic.

Explorer
Sep 19, 2012
50
me again, I decided to read the Wysteria forums threads to see if there might be a need or desire for this spell list i posted, and so far I think there are others that want spells from that world..

there did seem to also be quite a bit of discussion as to whether or not pigswick would've been a better school than ravenwood.. i personally agree ravenwood is better and yes pigswick people cheat.. therein lies the plot problem of getting any decent spells from there.. however in its prime, Pigswick was a renowned place of study.. ambrose, cyrus, diego, and vadima(p101) all hail from it.. maybe more.. with that in mind quite possibly there might be ancient books still there from previous professors that were incrediable but because of morales etc decided to leave.. I'd suggest if these spells were added one of the final things we would do after completing wysteria(including teacher quests as they currently stand) we are then told to fetch an ancient tome of spells from the Wysterian Libaray (or tomes one for each school) to be brought to the professors.. might go something like this..

Teacher " Well young wizard, you have helped me more than I care to admit(etc based on personality of individual prof.) and as such you deserve a reward, please fetch for me 1 last item, not sure how much it will help you, but maybe we can find something of use in this dusty old thing.." blows dust and coughs.. opens large scroll/tome/giant spellbook etc "well I certainly cant understand half this mumbo jumbo, but why dont you take a look?" you open the spellbook and thx to all your studies at ravenwood you can now decipher parts of the ancient texts.. wow look! some of these are quite useful! "you're welcome to buy as many as you like" smiles broadly, then wrinkles brow "O.o? you assumed theyd be free?" chuckles heartily "Nothing in this life is free, besides i need to make a living too.."

ty for listening sorry its so sloppy, was just raw brainstorming here XD
stormy jen silver

Geographer
Nov 22, 2015
859
Uncle Sweeney on Apr 12, 2016 wrote:
I think it'd be awesome if we could learn some "Earth" magic, or "Chaos" or "Tempest" etc.

I'm not sure, but I think I once suggested that they be added as new starter schools.

Wouldn't it be interesting to start as a Pigswick Academy student instead of at Ravenwood?

I think that could be a new game update right there: new starter schools, and new starter academies.

Imagine starting out at the School in Dragonspyre, or Mooshu, or Wyrmwood, or even Gobblerton etc.

- but pardon me, that's a whole nother' topic.
Yes, that's a great idea! I'd love new starter schools. But then that brings up another problem. Will people start asking for 14 seats? I have a solution. Maybe instead of them being separate schools, they can be secondary schools. You could choose one for each wizard, and get the spells for free if you chose it, get the school-only spells, get quests, etc. but still being able to train in other spells. Basically just like another school but not a starter, a secondary. That would be really neat! Maybe this could be introduced if Wysteria ever comes back.

Defender
Feb 22, 2016
137
Fable Finder on Apr 16, 2016 wrote:
Yes, that's a great idea! I'd love new starter schools. But then that brings up another problem. Will people start asking for 14 seats? I have a solution. Maybe instead of them being separate schools, they can be secondary schools. You could choose one for each wizard, and get the spells for free if you chose it, get the school-only spells, get quests, etc. but still being able to train in other spells. Basically just like another school but not a starter, a secondary. That would be really neat! Maybe this could be introduced if Wysteria ever comes back.
- or, or, and hear me out. Character slot unlocking!

Increased revenue for the game (maybe something like 5000 crowns per unlock) and people will finally be able to try all 7 schools.

Defender
Feb 22, 2016
137
stormyjensilverdra... on Apr 15, 2016 wrote:
me again, I decided to read the Wysteria forums threads to see if there might be a need or desire for this spell list i posted, and so far I think there are others that want spells from that world..

there did seem to also be quite a bit of discussion as to whether or not pigswick would've been a better school than ravenwood.. i personally agree ravenwood is better and yes pigswick people cheat.. therein lies the plot problem of getting any decent spells from there.. however in its prime, Pigswick was a renowned place of study.. ambrose, cyrus, diego, and vadima(p101) all hail from it.. maybe more.. with that in mind quite possibly there might be ancient books still there from previous professors that were incrediable but because of morales etc decided to leave.. I'd suggest if these spells were added one of the final things we would do after completing wysteria(including teacher quests as they currently stand) we are then told to fetch an ancient tome of spells from the Wysterian Libaray (or tomes one for each school) to be brought to the professors.. might go something like this..

Teacher " Well young wizard, you have helped me more than I care to admit(etc based on personality of individual prof.) and as such you deserve a reward, please fetch for me 1 last item, not sure how much it will help you, but maybe we can find something of use in this dusty old thing.." blows dust and coughs.. opens large scroll/tome/giant spellbook etc "well I certainly cant understand half this mumbo jumbo, but why dont you take a look?" you open the spellbook and thx to all your studies at ravenwood you can now decipher parts of the ancient texts.. wow look! some of these are quite useful! "you're welcome to buy as many as you like" smiles broadly, then wrinkles brow "O.o? you assumed theyd be free?" chuckles heartily "Nothing in this life is free, besides i need to make a living too.."

ty for listening sorry its so sloppy, was just raw brainstorming here XD
stormy jen silver
I think, if things were to go the route of them being secondary/supplementary schools, which seems more probable, then each of the Pigswick Academy schools will have a corresponding Ravenwood school.

Perhaps something like if you're a Storm student, you have an affinity for the Tempest school and won't need to spend any training points, but if you want a spell from the Chaos school it will cost 1 training point and you have to buy them in sequential order. True to form, you know?

Explorer
Sep 19, 2012
50
Uncle Sweeney on Apr 17, 2016 wrote:
I think, if things were to go the route of them being secondary/supplementary schools, which seems more probable, then each of the Pigswick Academy schools will have a corresponding Ravenwood school.

Perhaps something like if you're a Storm student, you have an affinity for the Tempest school and won't need to spend any training points, but if you want a spell from the Chaos school it will cost 1 training point and you have to buy them in sequential order. True to form, you know?
hmm maybe be ok to give the first one of similar schools but i still feel anything you earn and buy you tend to have a greater respect for it.. even with my mini myth/chaos heal.. its a needed thing sure it isnt huge but its something.. myth are supposed to be reliant on their minions at first.. its the theme of their school so while adding the first spell of chaos fits easily, the second and third show a gravitational pull into future strategic secondary school.. who knows if we will ever visit the origins of these schools.. chaos tempest ember, frost etc.. but if we did i bet it'd be level 150ish after arcaneum opens its hidden hallways.. but i digress.. am simply saying adding my spells now opens up more opportunities for future Wizard101 growth.. buy 2 get one free special? XD lol thats for the plot quest people to handle..
stormy jen silver

Geographer
Nov 22, 2015
859
Uncle Sweeney on Apr 17, 2016 wrote:
- or, or, and hear me out. Character slot unlocking!

Increased revenue for the game (maybe something like 5000 crowns per unlock) and people will finally be able to try all 7 schools.
Maybe instead of paying, the 15th day in Daily Assignments could earn you another slot...or you could go on quests to earn them...

...They'd have to be hard though, so maybe not Daily Assignments.

However, if Wizard101 goes with my idea of making them secondary schools where you can choose one as primary, I'd be fine with buying character slots, since 7 characters could cover all 7 wysterian schools.

Geographer
Nov 22, 2015
859
Uncle Sweeney on Apr 17, 2016 wrote:
I think, if things were to go the route of them being secondary/supplementary schools, which seems more probable, then each of the Pigswick Academy schools will have a corresponding Ravenwood school.

Perhaps something like if you're a Storm student, you have an affinity for the Tempest school and won't need to spend any training points, but if you want a spell from the Chaos school it will cost 1 training point and you have to buy them in sequential order. True to form, you know?
Makes sense.

Explorer
Sep 19, 2012
50
the more i reread these the more i really think they would be not only useful, but wanted..

question, if you were to tweak these what would you do?
ty all for listening
stormy jen silver