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Azteca Astral Spells and Ideas

AuthorMessage
Survivor
May 13, 2013
45
For those of you that are reading this, I have thought about this a lot, and since no astral spells were given in Avalon, I was expected something big in Azteca. Now I'm not saying that blade sharpen, potent trap, and primordial (not to mention all of the star and moon spells) aren't "big," but I was hoping for people to start using astral schools as more of a secondary study than a utility. For instance, the only sun spell you ever cast is cloak, and even that is a small pvp spell. So I started to make a list of spells people could train, not only in the next storyline world, but many to come after it. These spells include the solar and lunar blades that already exist, blades for the astral schools, and even astral school damage spell ideas. And to Kingsisle, incorporating these spells, especially the damage ones, people would love, since wizards can't resist astral school damage.
So here they are:

Sun:
Solar Blade (100%, 1)
+35% to next , , and (damage) spell
Battle Spear (90%, 1)
+25% (armor piercing) to next (damage) spell
Strengthen Shield (100%, 0)
+15% to one positive (damage) (charm) spell
Massive (100%, 0)
+325 (damage) to one (damage) spell
(Nameless so far :P) (100%, 0)
+20% to one global spell
Solar Flare (85%, 4)
320-400(damage) and +30% to next , , and (damage) spell [astral trap]
Star:
Astral Blade (100%, 1 or 0)
+35% to next , , and (damage) spell
Astral Shield (100%, 0)
-40% to next , , and (damage) spell
Eclipse (100%, 0)
-40% to all , , and (damage) spells, +5% (accuracy) (4 Rds)
(Nameless so far again) (100%, 0)
+30% to all , , and (damage) spells, +5% (power pip) (4 Rds)
Invincible (100%, 0)
+15% (armor piercing), +8% (accuracy), +8% (power pip), +10% (crit), +20% incoming (damage) (4 Rds)
Worm Hole (90%, 2)
Transfere all negative (wards) & (charms) to target
Moon:
Lunar Blade (100%, 1)
+35% to next , , and (damage) spell
Spear Block (100%, 0)
-40% (armor piercing) to next incoming (damage) spell
Polymorph Mithraya (100%, 0)
Polymorph into Mithraya for 6 rounds (Mithraya deck would include solar flare, and other sun damage spells. The other polymorphs would also have damage spells of their schools.)
Polymorph Astraeus (100%, 0)
Polymorph into Astraeus for 6 rounds
Polymorph Ptolemos (100%, 0)
Polymorph into Ptolemos for 6 rounds
Moon Beam (80%, X)
140 (damage) per pip + 150 (damage) over three (clock) (tell me if this ones way to OP :P)
Other damage spell ideas:
Sun:
Radiation (over time sun damage, similar to Frostbite)
Solar Winds (To all enemies damage spell)
Apollo (Damage)
Star:
Exposure (Sun school aura spell)
Constellations (To all enemies damage spell)
Shockwave (Stun and possibly trap)
North Star (Stronger version of Guilding Light)
Stellar Blade (Stronger balance blade)
Darkness (Moon school aura spell)
Moon:
Celestian wrath (Damage Spell, probably the Ptolemos character)
Artemis (Damage spell)
Werewolf (Damage spell)
Thanks for reading this; I spent a lot of time making it. Tell me what you think!

Historian
May 06, 2009
633
Good ideas, but one thing....

What about Solar Trap, Solar Shield, Moon Trap, and Moon Shield??? People continually leave these spells out and it's getting annoying to me.

Survivor
May 13, 2013
45
Cunning Finnigan S... on Aug 5, 2013 wrote:
Good ideas, but one thing....

What about Solar Trap, Solar Shield, Moon Trap, and Moon Shield??? People continually leave these spells out and it's getting annoying to me.
Sorry lol, completely forgot about this post until now. Thank you for reminding me! Honestly, I think if the spells I listed were in a progression, those spells could be separate from the group, because if you look at just about any wizard over level 60 or so, (probably even 40) they simply don't use elemental/spirit traps, so I doubt level 90-100s would use them. As for the shields, maybe if they were like -65 or -70%, but I don't think people would find that worthy of a training point. Thank you though!