Welcome to the Wizard101 Message Boards


Player Guide
Fansites
News
Game Updates
Help

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

Dual spells

AuthorMessage
Survivor
Sep 06, 2011
15
This is something Wizard101 hasn't touched,Every school has a list of spells it can learn,some are exclusive,but what if,there were spells that could naturally be learned by two school,gaining an effect from each?
Flowering Night(6 pips) /
300 death damage half swap for the user,then 300 health for all allies
Thermomancy(X pips)/
Absorb 110 damage per pip and 100 damage per pip over 3 rounds
Fact or Fiction(5 pips)/
20 and 300 myth damage and a 20% storm trap and 350 storm damage
Perfection(10 pips)
100 and 500 damage
I want to know what you think.Is this over powered?Under powered?Something that shouldn't be touched upon at all?

Survivor
Feb 15, 2014
5
even though I am balance and would love to have in my deck, there are kinda overpowered. also, what level would you learn them at? level 100?

Defender
Jun 15, 2013
106
I think it's a good, clever idea, never considered it before. It would probably help the fights go faster. Lately I've been reworking my deck so I can speed up the fights. Long fights are so irritating, especially when you have to deal with a dungeon that's and hour or two hours long.