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Many Lore Spell Ideas

AuthorMessage
Historian
May 06, 2009
633
MooShu, Dragonspyre, Avalon, and Azteca. Each of these worlds have recieved a Lore spell themed after them. But what about all the other worlds in the Spiral? Shouldn't they get 1 at least? I've decided to make some Lore spells after a few worlds and you can tell me what you think. I'm using pre-existing Treasure Cards many of take for granted from these worlds. Some I modified or self make but the Krokotopia spells are actually from the Pharaoh's Pack and the Clockwork Spider is the same as the Treasure Card, so I don't take credit for those.

Wizard City

Gobbler
Pips: 4
Acc.: 75%
375Damage, Stun +35% to next Spell

Ghost Touch
Pips: 4
Acc.: 80%
295Damage. +1 Pip, Steal 1 Ward

Yellow Fire Elf
Pips: 4
Acc.: 75%
70+330Damage. Steal 1 Charm

Krokotopia

Krokenkahmen
Pips: 5
Acc.: 75%
335Damage. Steal 1 Charm and +25% next Damage

Krokothep
Pips: 5
Acc.: 80%
305Damage. Steal 1 Ward and Absorb 200 Damage

Krokopatra
Pips: 5
Acc.: 75%
405Damage, Remove 1 Charm and Remove 1 Ward

Marleybone

Gearhead
Pips: 4
Acc.: 70%
605-665 Damage. -1 Negative Charm. +30%Damage

Clockwork Spider
Pips: 4
Acc.: 85%
325Damage and Power Pip Chance +35%

White Rat Magician
Pips: 4
Acc.: 80%
380Damage and +25% to all Damage spells

Celestia

Mithraya's Radiance
Pips: 0
Acc.: 100%
+325 Damage, +30 Accuracy, and +20% Pierce -1 Pip Cost to 1 spell

Polymorph Ptolemos
Pips: 0
Acc.: 100%
Polymorph into a Celestian for 6 Rounds

Astraeus
Pips: 0
Acc.: 100%
140 Damage. 1 Random Aura to Self

Zafaria

Zebra Warrior
Pips: 5
Acc.: 80%
465Damage. -1 Negative Ward -70% next,Damage

Olyphant Sorcerer
Pips: 5
Acc.: 85%
420Damage. Dispel next Heal spell.

Gorrilla Silverback
Pips: 5
Acc.: 90%
550Damage.

Miscellaneous
These are just treasure card and some retired spells I'd like to see as actual Lore spells.

Dampen Magic
Pips: 4
Acc.: 100%
Limit all Casters to 4 Pip max. +50% Damage, Pip Chance
NO PvP

Death Soldier
Pips: 4
Acc.: 85%
250Damage. -25% Damage. +40% to next Spell

Mander
Pips: 4
Acc.: 75%
375Damage. +35%Damage. +25%Damage

Krokotillian
Pips: 4
Acc.: 75%
315Damage. -50% Ward, +30% to next spell. +10% Pierce.

Yep, it's a lot of spells. Sorry if some are a litte more powerful than others or some schools get more spells then others. I was going more toward what Treasure Cards best represent the world they come from (or simiply had a cool animation but not much attention). I'm rather fond of the Celestian Lore spells because they break away from that constant drive of damaging Lore spells and go more utility based. Any way, I'll look out for feedback. I want to here your opinion on if all worlds should have some kind of a Lore spell. Thanks for reading!