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New Healing Spells

AuthorMessage
Explorer
Dec 09, 2011
65
, does a 1300 or does a 50% blade. 2 and 4 normal pips. Heals one person.
I feel could use a huge heal or a very powerful blade when they need it the most.

, does 1400 heal and puts two 25% shields on the team. 2 and 4 normal pips. Heals Team.
With this spell ice could be a very good tank.

, does 1100 and puts a 15% elemental blade spell. 2 and 4 normal pips. Heals Team.
With this fire spell it will always help her brother and sister .

, does a 1300 and puts two 30% blades. 2 and 4 normal pips. Heals Team.
This spell is like a rebirth but instead of an absorb balance will give blades.

, does a 1000 and puts a 15% blade. 2 and 4 normal pips. Heals Team.
I don't know a lot about myth so I think a blade would help.

, does a 1000 and puts a minus 30% trap and 30% minus blade on the other team. 2 and 4 normal pips. Heals Team.
For death this will help healing for the team and not worrying about the other team healing.

, does a 1650 heal. 2 4 normal pips. Heals team.
For life sometimes a pure heal works the best.

The reason why I want them to be a 2 pip and 4 pip spell is so that way it can't be spammed every turn. Plus it also means that it can be very powerful.

I think the best way to get these spells would be another Darkmoor dungeon. But this time it will be for level 110.

It doesn't have to be in Darkmoor but It should be a challenge to get it.

Maybe a one dungeon that has 7 battles that each have 2 annoying cheats.

Though I would like it to give a bunch of wisps when a boss is defeated.
And maybe a check mark sometimes.

Explorer
Dec 09, 2011
65
copycatingwizard on Jan 3, 2016 wrote:
, does a 1300 or does a 50% blade. 2 and 4 normal pips. Heals one person.
I feel could use a huge heal or a very powerful blade when they need it the most.

, does 1400 heal and puts two 25% shields on the team. 2 and 4 normal pips. Heals Team.
With this spell ice could be a very good tank.

, does 1100 and puts a 15% elemental blade spell. 2 and 4 normal pips. Heals Team.
With this fire spell it will always help her brother and sister .

, does a 1300 and puts two 30% blades. 2 and 4 normal pips. Heals Team.
This spell is like a rebirth but instead of an absorb balance will give blades.

, does a 1000 and puts a 15% blade. 2 and 4 normal pips. Heals Team.
I don't know a lot about myth so I think a blade would help.

, does a 1000 and puts a minus 30% trap and 30% minus blade on the other team. 2 and 4 normal pips. Heals Team.
For death this will help healing for the team and not worrying about the other team healing.

, does a 1650 heal. 2 4 normal pips. Heals team.
For life sometimes a pure heal works the best.

The reason why I want them to be a 2 pip and 4 pip spell is so that way it can't be spammed every turn. Plus it also means that it can be very powerful.

I think the best way to get these spells would be another Darkmoor dungeon. But this time it will be for level 110.

It doesn't have to be in Darkmoor but It should be a challenge to get it.

Maybe a one dungeon that has 7 battles that each have 2 annoying cheats.

Though I would like it to give a bunch of wisps when a boss is defeated.
And maybe a check mark sometimes.
Sorry that this is a bit late. But I want to change some spells.

doesn't seem fair to me. A 2 and 4 normal pips that might get a 50% blade doesn't make a lot of sense to me.

I now think it should be a spell that does a 1300 ANDa 50% blade 2 4 normal pips. Heals one person.
That way can get a good heal but also ready for an attack next round.

If this doesn't seem fair how about a 1300 or does a 100% blade 2 shadow 4 normal pips. heals one person.
This way a 2 4 normal pip sounds like a better idea since storm will get a good heal or a greater blade.

As for myth.

I think myth should get a 1200 and puts on 2 stun shields on team. 2 4 normal. Heals team.
I know this is 's thing. But I think its a better idea then a weaker fire heal spell.

As for . I think it should increase the heal by 200

So it would be a 1850. 2 4 normal pips. Heals team.

Though I could be wrong. The heal just didn't seem strong enough for me.

Though if its unfair maybe it should only be increased by 100.
So it would be a 1750. 2 4 normal pips. Heals team.