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Aura spells

AuthorMessage
Survivor
Nov 01, 2009
9
They should make some new auras. Here are some of my ideas.

Inpenetrable: Absorbs all damage for 3 rounds. (5 pips)

Revenge: Gives + 40 critical and 10% boost on critical targeting for 4 rounds. (2 pips)

Companion: 15% incoming and outgoing boost to all life spells for 4 rounds. (0 pips)

Second chance: Allows you to choose 2 spells in one round. (4 pips)

If you have any ideas please post some.

Squire
Apr 30, 2010
521
Nice ideas!

Fortify party : fortify everyone on your side 30% for 4 rounds
pet becomes a minion: helps out if your minion doesn't pop up by a certain time



Survivor
Nov 01, 2009
9
Thnx. Will the pet go into a new slot where a wizard goes or does it just cast its spell from were it is?

Explorer
Jun 04, 2009
58
jordanskullrider wrote:
They should make some new auras. Here are some of my ideas.

Inpenetrable: Absorbs all damage for 3 rounds. (5 pips)

Revenge: Gives + 40 critical and 10% boost on critical targeting for 4 rounds. (2 pips)

Companion: 15% incoming and outgoing boost to all life spells for 4 rounds. (0 pips)

Second chance: Allows you to choose 2 spells in one round. (4 pips)

If you have any ideas please post some.


those are some good ideas, i have a couple, Integrety; resist 100% damage for3 round: 0 pips, Remember that all astral spells dont need any pips. Destruction: increases damage by 90%. Devestation: Critical increased by 70%. I like the rest of your ideas. Dustin Battlehand.

Squire
Apr 30, 2010
521
Pet goes in the slot just like a minion would. Plus it should cast spells from its own school. I have a life wizard that has many pets. One of them is a lava spider that is fire pet so he would cast fire spells instead of life spells.

Survivor
Nov 01, 2009
9
bigshotgun wrote:
jordanskullrider wrote:
They should make some new auras. Here are some of my ideas.

Inpenetrable: Absorbs all damage for 3 rounds. (5 pips)

Revenge: Gives + 40 critical and 10% boost on critical targeting for 4 rounds. (2 pips)

Companion: 15% incoming and outgoing boost to all life spells for 4 rounds. (0 pips)

Second chance: Allows you to choose 2 spells in one round. (4 pips)

If you have any ideas please post some.


those are some good ideas, i have a couple, Integrety; resist 100% damage for3 round: 0 pips, Remember that all astral spells dont need any pips. Destruction: increases damage by 90%. Devestation: Critical increased by 70%. I like the rest of your ideas. Dustin Battlehand.
I put the pips with them cause it is to powerful without them. yours are good, but it is to powerful. i would add some pips and the integraty spell is tecnacly the same as my absorb one. also it would be nice to lower the damage. Thanks for the ideas