Hello everybody, I wanted to see what you would think if you were to add a utility spell to Wizard101. Something that can change the tide of the game. Anything! Like
Winning Move Heal all by 300 or give a random opponent on the opposite side a 90% balance blade if fail Reverse Bubble Reverse the bubble's school. Like if its an Ice bubble, turn it into a fire bubble or a life bubble into a death bubble Risky Chance Heal target by 20% of your health at max, or get 50% of your health at max taken and split up for everyone on the other side
Light Catcher ( / X / 100% / charm+) +12% to outgoing heal per pip.
Scatter ( / 3 / 100% / ward-) Next incoming attack reduces damage by 0% / 15% / 30% / 45% depending on the number of opponents but that amount of damage is applied on all opponents. (Secondary effects do not apply on other opponents).
Temporal Shift ( / 1 / 100% / manipulation) Switches turn order. If you now go first, all opponents gain one pip. If you now go second, you gain three pips. (maybe this requires no PvP?)
Stun Reflect ( / 2 / 100% / ward) Next stun returns to caster. (Maybe no PvP on this either?)
Redirect ( / 1 / 100% / manipulation) Moves a damage over time to an opponent.
Dark Covenant ( / X [5+] / 85% / charm+) Damages self by 5% of max health per pip (does not reduce health below 1) and +1% damage for every 40 HP lost to self only. (Needs balancing)
Reinforce blades (1 / 100% / charm+):
+60% +65% +70% +75%
And even better: for the astral schools!
Flash () Deal damage over time instantly, and grant a +150 damage bonus → This sacrifices the damage bonus you get from Gargantuan, but can be useful if you're short on time. Polymorph Loremaster () Polymorph into the Loremaster. Has mastery of all schools, but has only the Lore spells plus a few spells from her fonts. → In addition, polymorphs would change stats based on your base stats. For example, Polymorph Gobbler won't give you a fixed 5000 health (which is a terrible deal for higher-leveled players), but rather double it. → Shift spells would have a lower rank to compensate for not being able to use power pips. Isolate () -80% incoming damage, -100% outgoing damage for 4 turns
Alternating Snowflakes ( / 0 / 100% / ward+-) +25% for every even digit in the base-10 representation of damage, -20% for every odd digit. (This stacks multiplicatively, so 8403 damage in means +56%, not +50%. And yes, you can cast this on any ally or opponent. And no, I don't know how this description will fit on the card. This ward also counts as both positive and negative in terms of removal.)
Vine Monster ( / 7 / 100% / damage) 550 damage and -25% precision and -25% damage.
Soothe ( / 5 / 75% / heal) 675 heal to all allies over 3 turns.
Blade of Currents ( / 0 / 100% / charm+) +20% precision to next attack or +45% any damage. These two charms do not stack with each other. And no, you can't shake the charm off if you don't get the one you want.
Adapted Shield ( / 0 / 100% / ward+) Create a -65% shield with the same school as a random opponent. If that school is Balance, Sun, Moon, or Star, create a -55% universal shield instead.
Ghastly Spirit ( / 5 / 100% / manipulation) When your health is reduced to 0, you regain 100 health, and have an aura of -100% incoming and outgoing damage for 3 turns.
Also, realized that "Redirect" from my previous post was equivalent to the Myth spell "Shift" (4). In that case, Redirect moves a negative charm or ward to its target instead.
As an alternative to Ghastly Spirit: Immaterial ( / 3 / 85% / manipulation) You are in a third team by yourself for 3 turns. (fighters can target those on a different team; AoEs do not apply to those under Immaterial)
Systematic () Remove all variation of damage and add 250. e. g. Forest Lord (540 - 620) would have 580 + 250 = 830 damage
Black Hole () +20% Shadow Pip rate for 4 turns.
[name?] () +30% damage for single target attack only.
As an alternative to Ghastly Spirit: Immaterial ( / 3 / 85% / manipulation) You are in a third team by yourself for 3 turns. (fighters can target those on a different team; AoEs do not apply to those under Immaterial)
Systematic () Remove all variation of damage and add 250. e. g. Forest Lord (540 - 620) would have 580 + 250 = 830 damage
Black Hole () +20% Shadow Pip rate for 4 turns.
[name?] () +30% damage for single target attack only.
Immaterial may work if the spell is self only, and opponents cannot target caster, and allies cannot cast things such as heals, shields or blades onto caster. That would make the Death wizard immune to being targeted but for a price. Three rounds may be op, instead it could be one round, or even two. It should work like a "Self-Beguile" where absolutely no one can target you except yourself.
Black Hole is a wonderful idea! Though due to filtered chat reasons the name may be subject to change. (Or simply, "Blackhole". Or how about "Dark Matters"?)