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Fusion Spell Ideas

AuthorMessage
Historian
May 06, 2009
633
Recently, a friend of mine introduced me to a card game called Magic. I'm not sure if you've heard about it, but I really like the game. I'm still new, but it feels like another form of Wizard101, just a tad more mature but much simpler.

In the game, there are five "schools" or "decks" as they call it: White, Black, Red, Blue, and Green. There are this certain cards that are like 2 spells in 1 card. They are 2 completely different or mirroring spells that come from different decks.

So I got to thinking: "Hey, what if there were Fusion spells in Wizard101?"
Now what is a Fusion spell? Let me tell you what it isn't.

Fusion spells are not spells that take 2 spells and putting them together with a combine pip cost. For example, Fusion spells do not take Frost Beetle and Mana Burn and make a Rank 6 Frost Beetle that does 105Damage and does 80 Damage per pip and get's rid of 3 pips. No, because that can cause some major complications with higher ranked spells.

Here's what Fusion spells are.

-Fusion spells are premade spells that take the effects of 2-3 schools (typically opposing, but can be different) and puts them in 1 spell. So you could have a Fusion spell that does Fire damage and leaves a Balefrost behind, and heal spell that gives you a Balance Damage buff to all friends, or a Storm spell that leaves a myth charm.
-Fusion spells don't have a dominant school of the fused spell and a universal sign will typically be in the circle that tells the school of the spell. The cast animation may be determined by the beginning effect. The accuracy is determined by the difference of each schools accuracy
-Fusion spells have a special effect as well. Whatever schools they combine, Wizards of those schools can use their power pips toward those spells. So a Fusion spell that uses Death and Life effects will allow Life and Death Wizards to use their power pips to that spell. Pip counts vary on effect.
-Fusion spells design have half the card in 1 school's cooler. Ex: Leftside: Red, Rightside: Light Blue

Here are some spell ideas of spells:

Mythic Hurricane
Pips: 6
Accuracy: 75% (70+80/2)
Type: AoE, Manipulation, Ward
575Damage, -1 Ward, +35%Damage to all enemies

Steaming Geyser
Pips: 6
Accuracy: 80% (75+80/2-Rd. Up)
Type: DoT, Ward
200Damage+315Damage over 3 rounds. -50 Damage Ward Self

Living Death
Pips: 6
Accuracy: 90% (85+90/2-Rd. Up)
Type: Steal, Heal
400 Steal, swap half health. 350 3 Rds. Self

And here's 1 that uses none opposing schools:


Pips: 6
Accuracy: 80% (85+70/2-Rd. Up)
Type: Damage, Global, Charm
400Damage. +35% Charm. +35% Pip Chance

Not all these combinations will be to everyone's liking, but I think this is a very interesting concept that could do well in the game. I hope you like them!