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Primordial Trio: School of Space

AuthorMessage
Defender
May 16, 2009
104
The second school of the Primordial Trio, is the School of Space. This school focuses on the positioning of players and monsters on the field, and even inter-dimensional travel. Space is strong against Time and weak against Entropy.

-New!- Field Spells: Field spells are similar to global spells, except the effects are instantaneous or last for a couple rounds like an aura. There can be a Field and a Global spell going on at the same time.

Here are 8 spell examples and some Monster Only spells afterwards.

Spacial Reset
4 pips
Field
Resets everyone's position on the battlefield to their original position.

Swap
2 pips
Two Targets
The first target is the person or entity you want to swap, the second target is the one you want to swap with. Cannot swap positions across teams, only on same team. So both targets must be on the same team.

Field Lock
2 pips
Field
Locks everyone's position on the battlefield for 3 rounds.

Wide Bastion
0 pips
Targets Entire Friendly Team
At the cost of your next turn, block 40% of incoming damage for one round.

Spacial Sphere
4 pips
Field
Randomizes everyone's position on the battlefield. Does not switch people between teams.

Banish
3 pips
Single Target (Both Ally or Opponent)
Throws an enemy or ally into another dimension for three rounds. The trapped target is unable to be harmed by people not on the same plane of existence, and cannot harm people not on the same plane of existence. Augments like charms, wards, traps, auras, and polymorphs function normally. Fizzles if cast on a banished target.

Cascade
5 pips (to prevent Banish + Cascade spam)
Single Target (Both Ally or Opponent)
Pulls the target out of another plane of existence. If the target is an enemy, the forces pulling them out will also deal 500 Space Damage. If the target is friendly, they are simply pulled out.

Omniverse
7 pips (Use with care)
Targets friendly team
If in the event that your ENTIRE team is defeated in the next 2 rounds, your team is restored to the state they were in 2 rounds ago, complete with pips, traps, wards, blades, negative charms, etc. Easy to use, both literally and figuratively, hard to master.

Monster Only:
Warping Strike
2 pips
250 and 450 Space Damage.

Natural Attack
X pips
125 space damage per pip

Space Damage = + (Balance) + <- Important!