Welcome to the Wizard101 Message Boards


Player Guide
Fansites
News
Game Updates
Help

Follow important game updates on Twitter @Wizard101 and @KI_Alerts, and Facebook!

For all account questions and concerns, contact Customer Support.

By posting on the Wizard101 Message Boards you agree to the Code of Conduct.

School Changes

AuthorMessage
Explorer
Nov 30, 2012
53
Note: Before people go crazy about how this is dumb or would never happen, this post is supposed to be more creative and fun than actual changes.

This was an idea I had that would totally change the schools and their set-up. (Here's the crazy part) It adds 7 entirely new schools, and changes the dynamics of some of the original schools and some are broken into different groups.

-Balance: No changes at all. Controls the Elemental and Spiritual Schools
Elemental Schools:
-Fire: No changes
-Water (Hydromancers): New school. Focuses on health and defense with low attack. Its specialty is global spells. (Ex: Mega Shark, Tsunami, Octo-Monster, Pirates!, Downpour (regular global damage spell), Acid Rain (causes 50+ 25 damage over infinity rounds, Global Protection (protects allies and self from global effects), etc.)
-Earth (Terramancers): New school. Takes over for Myth as the shield and charm breaker. Has high health and defense, low attack but many all-enemy attacks. (Ex: Earthquake is now Earth, Magnitude, Megaquake, Bullworm, Quicksand (Stuns enemy when they attack), Rock Shield (absorb --- damage), etc.)
Spiritual Schools:
-Death: No changes
-Life: No changes
-Myth: No longer destroys shields and charms. More of a trickery/deception school.

-(needs a name. Either Elemental, Aura, etc.). Name: Clairvoyant. Specialize in magical powers, They're your typical wizard. There attacking spells are magical fairy tale creatures, like a Goblin, Troll, Fae Dragon. Others are not creatures, like Magic Missiles, Arcane Blast, Aura Spears. There utility spells are things like Mirror Image (creates a fake copy of self that taunts enemies. can't attack), Metamorph (turns enemy into a Frog for 2-3 rounds), etc. Like Balance, they control their side of the schools with unique 3-blades and 3-traps, as well as universal charms and wards.
Natural Schools:
-Storm: No changes
-Ice: No changes
-War: New school (Either Soldiers or Martial Artsmen): Considered natural because war is in our nature. They have massive attack and low health. Accuracy is 65%, but a little weaker than Storm.They have unique attacks where they go into the center and attack. These have 95% accuracy and low attack, but ignore shields and resists. (Ex: Colossaphant, War Rhino, Armageddon, Fists of Fury, Slice and Dice)

Virtuality Schools:
-Chaos (Warlocks): high damage. Specialty is unique cards (called Demons) with highest damage but have drawbacks, like damage to self or weakness, etc.
-Love (Priests): High health, with healing (like Life). Its difference is that is has less healing and a little lower health, but is also capable of healing mana (Ex. Holy Book heals 25 Mana). Love has unique counter-spells that are wards that cause damage to the enemy when they attack (Ex. Squishy Shield: -10% next attack, counter 50%). Also has unique auras like Bubble Shield and Bane of the Undead.
-Energy (Shaman): Specialty is summoning Totems. They have unique abilities that aid the caster.