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level 68 spell ideas!

1
AuthorMessage
Survivor
Jul 25, 2009
4
hey this is my first ever post, so try to bear with me. i just got some pretty good ideas for level 68 spells, so i thought i would share them with all of you great players :-D well here they are:

Myth: Essence of Myth
9 pips: 250 damage, 750 damage to all enemies.
special effects: first hit can break 2 shields, second hit stuns as well as applies a +40% time of legend, summons a rank 8 minion to your team
desc.: A ridiculously large book appears resting upon a table surrounded by candles. the cover flips up and it flips to a random page. strange runes float off the page and begin to glow ominously. the candles extinguish, and an odd spirit floats off the page and is ringed by the runes. the spirit begins to chant unintelligible words and the runes surrounding it fly off and hit the target, dealing 250 damage. then the spirit becomes angry and viciously claws the target, dealing 750 damage. after attacking, the spirit floats to your side and becomes a rank 8 minion

Life: Essence of Life
9 pips: first heals all team mates by 1000, then deals 1000 damage to all enemies.
special effects: heal applies a 500 absorb, damage applies a special global effect that boosts all life attacks and heals by +50%
desc.: a river is flowing in the middle of a glade in the forest. the river starts to glow gently, and water slowly rises out and touches teammates, which heals 1000 and applies a 500 absorb. the water returns to the river, which then glows sinisterly. the water starts churning and boiling, and surges out and attacks all enemies for 1000 damage and applies a special global effect that boosts life attacks and heals by +50%

Death: Essence of Death
9 pips: attacks all enemies for 1000, convert half to health to caster.
special effects: applies a +80% feint to all enemies( a single +35% to self), applies special global effect that boosts death attack and lowers all heals by +50%
desc.: an ancient graveyard forms out of sinister mist. there are many graves in it, but there is one much larger than all the rest. the ground in this particular grave starts to rumble, and a decaying coffin rises out of it. a half-decayed corpse rises out of it, holding a leather-bound book in his hand. he opens the book and starts chanting, and then corpses rise out of the other graves. about 5 corpses (they look like wraiths with some flesh, or dementors from harry potter) rise out, and then he stops chanting. the 5 corpses start slowly walking toward the target, and suck out his/her soul for 1000 damage. they glide back to the caster of the spell, and return the souls to him/her, healing the caster for half of the damage.

Fire: Flame Incarnate
9 pips: does 500+ 900 over 3 rounds to all enemies
special effects: applies an accuracy ward to target, lowering accuracy to next spell by 60%, applies stun, applies global effect + 50% to fire attacks.
desc.: the symbol of Fire magic appears on the ground. It starts glowing, continually growing brighter and brighter. once it reaches pure white light, fire starts rising out of the symbol, and condenses into a single large ball( looks similar to power nova, but more dark red in color). the ball starts pulsing, almost as if it were alive, until eventually it expands with the force of an explosion, dealing 500 damage to all enemies and applying the burn effect, as well as accuracy ward, stun, and global effect.

Ice: Frost Incarnate
9 pips: does 400+ 900 over 3 rounds to all enemies
special effects: stuns, taunts, applies a 1000 absorb to all teammates, applies a global effect that makes stuns last 1 turn longer as well as boosts ice attacks by 50%
desc.: the symbol of Ice magic appears on the ground. it starts glowing with blue light, continually growing brighter and brighter. once it reaches a certain point, a giant icicle grows out of the symbol. it starts glowing from within, and cracks appear on the side of it. the icicle shatters with the force of an explosion, dealing 400 damage to all, applying the freeze effect, stuns, taunts, and applies a 1000 absorb to all teammates, and applies the global effect

Storm: Storm Incarnate
9 pips: deals 1400 to all
special effects: shatters 2 blades and shields, stuns for 2 rounds, applies global effect that boosts all storm attacks by +50%
desc.: the symbol of storm magic appears on the ground. it starts glowing purple, growing brighter and brighter. once it reaches a certain point, a giant vortex of water rises out of it, spinning around like a whirlpool. Lightning comes down from the sky and strikes the center of the whirlpool. the whirlpool violently expands and engulfs all of the enemies, dealing a savage 1400 damage to all, as well as shattering 2 blades and shields ( regardless of school, can shatter absorbs too), stuns all for 2 rounds, and applies a global effect that boosts all storm attacks by +50%.

Balance: Scales of Libra
9 pips: attacks all, does 1250 to enemy with most health, does 1000 to all else. if there are 2 or more enemies who have the most health, it deals 1250 to each, or can heal all allies for 1000
Special effects: applies weakness -90% attack, applies balance blade +50% to all allies, applies global effect that boosts all attacks by +50%
desc.: a massive set of golden scales rises out of the ground. on one side of the scale is a heart, on the other a skull. the scales teeter for a moment; if it lands on heart, all allies get healed for 1000; if it lands on skull, the opponent with most health receives 1250 damage and all others receive 1000. either way, weakness is applied to enemies, balance blade is applied to allies, global effect boosting all attacks is applied.

Hope you like this list! I realize that some of you may dislike the balance attack because it isn't necessarily an attack all the time, but balance is about incorporating bits and pieces out of other schools, and i think balance needs more healing.Also, i have heard complaints from Conjurers that minions are totally useless in Celestia, and minions are Myth's focus, so i thought they could use a better one :-) . Anyways, enjoy!
Your fellow gamer,
Blingboy56

Explorer
Feb 15, 2009
61
Nice!
x Signs Paper x
I start this petition for these spells to make it into the update! Support the cause!!! Sign your name!!!

Survivor
Jul 25, 2009
4
wow, i didn't realize that this would get so many comments in just a few hours! well i was just reading through some of your comments, and i noticed a lot of stuff about new level 58 pets and mounts. I thought some of these ides sounded good, and i came up with a few of my own and wanted to share them.

Mounts:
myth: orthrus
life: forest lord
death: skeletal chariot
fire: phoenix
ice: frost angel Pegasus
storm: whirlpool
balance: sphinx

Pets:
well, i was thinking that the schools could have their school emblem as a pet!
the pet would hover at about chest height, and occasionally glow with the school's primary color. each could give the level 58 spell and have nothing but ultra-rare stats, and each has a pedigree of 100 ( come on people, these are level 58 PETS they gotta be worth the work!). maybe each could have an extra age after epic: legendary? this would allow the pet to have up to 5 talents.

ok well those are my ideas! enjoy the game!


Survivor
Jun 06, 2010
5
I am signing it but I have a different Idea for the fire spell

it should be called Inferno

820 damage 500 damage over 3 turns and should put some of those blades that lower your opponents accuracy and then give you a +35 blade to next fire card

Charles Ashbood lv58 pyromancer
kicking butt one world at a time

Bradley Firethorn lv15 theurgist
he will get there someday

Survivor
Jul 25, 2009
4
LOL thanks for such an enthusiastic response! All of you guys are just absolutely great! and noooo i am TOTALLY NOT sucking up to you guys so you will read my posts!

or am i.....................?

Survivor
Apr 20, 2010
45
I think these ideas are awsome im strom and have one improvement for the strom spell you (caster) should get a spell that increases the chance of your next spell that dosen't have a 100% chance by 20%

Ryan Griffinglade Lv.47 diviner

Survivor
Aug 07, 2010
5
I was looking at some other peoples post's about the new lvl 68 spells and i think yours are better cause allot of theres had gods in them and if the lvl 68 spells where attacking with gods then how would you make a lvl 78 spell stronger cause gods are the most powerful beings out there.

Defender
Oct 31, 2009
175
I'm just wondering what we will be fighting to need spells like these! Or what our gear will be like to use these in PvP.

Personally I'd like to see a single target spell and a team spell per school. Maybe a single target 5 pip spell and a team 9 pip spell.

And as much as I'd love that life spell it seems a bit OP IMO. You got to count in the chance of success of these spells too. Life 90% to Storm 75%.

As far as mounts go I would not want the forest lord at all not a pet not a mount. It is to me not like any other life spell. Life is graceful and peace that is a monster. That being said I'm glad I get it but it feels out of place. A mount for life should be the Centaur and I'd like a pet one as well!

I do like your ideas but I question them some for gameplay and mechanics.

Survivor
Jun 06, 2010
5
blingboy56 wrote:
LOL thanks for such an enthusiastic response! All of you guys are just absolutely great! and noooo i am TOTALLY NOT sucking up to you guys so you will read my posts!

or am i.....................?

that last part made me nevous **Signs paper** "dont hurt me" psych :)

Survivor
Jun 06, 2010
5
blingboy56 wrote:
hey this is my first ever post, so try to bear with me. i just got some pretty good ideas for level 68 spells, so i thought i would share them with all of you great players :D well here they are:

Myth: Essence of Myth
9 pips: 250 damage, 750 damage to all enemies.
special effects: first hit can break 2 shields, second hit stuns as well as applies a +40% time of legend, summons a rank 8 minion to your team
desc.: A ridiculously large book appears resting upon a table surrounded by candles. the cover flips up and it flips to a random page. strange runes float off the page and begin to glow ominously. the candles extinguish, and an odd spirit floats off the page and is ringed by the runes. the spirit begins to chant unintelligible words and the runes surrounding it fly off and hit the target, dealing 250 damage. then the spirit becomes angry and viciously claws the target, dealing 750 damage. after attacking, the spirit floats to your side and becomes a rank 8 minion

Life: Essence of Life
9 pips: first heals all team mates by 1000, then deals 1000 damage to all enemies.
special effects: heal applies a 500 absorb, damage applies a special global effect that boosts all life attacks and heals by +50%
desc.: a river is flowing in the middle of a glade in the forest. the river starts to glow gently, and water slowly rises out and touches teammates, which heals 1000 and applies a 500 absorb. the water returns to the river, which then glows sinisterly. the water starts churning and boiling, and surges out and attacks all enemies for 1000 damage and applies a special global effect that boosts life attacks and heals by +50%

Death: Essence of Death
9 pips: attacks all enemies for 1000, convert half to health to caster.
special effects: applies a +80% feint to all enemies( a single +35% to self), applies special global effect that boosts death attack and lowers all heals by +50%
desc.: an ancient graveyard forms out of sinister mist. there are many graves in it, but there is one much larger than all the rest. the ground in this particular grave starts to rumble, and a decaying coffin rises out of it. a half-decayed corpse rises out of it, holding a leather-bound book in his hand. he opens the book and starts chanting, and then corpses rise out of the other graves. about 5 corpses (they look like wraiths with some flesh, or dementors from harry potter) rise out, and then he stops chanting. the 5 corpses start slowly walking toward the target, and suck out his/her soul for 1000 damage. they glide back to the caster of the spell, and return the souls to him/her, healing the caster for half of the damage.

Fire: Flame Incarnate
9 pips: does 500+ 900 over 3 rounds to all enemies
special effects: applies an accuracy ward to target, lowering accuracy to next spell by 60%, applies stun, applies global effect + 50% to fire attacks.
desc.: the symbol of Fire magic appears on the ground. It starts glowing, continually growing brighter and brighter. once it reaches pure white light, fire starts rising out of the symbol, and condenses into a single large ball( looks similar to power nova, but more dark red in color). the ball starts pulsing, almost as if it were alive, until eventually it expands with the force of an explosion, dealing 500 damage to all enemies and applying the burn effect, as well as accuracy ward, stun, and global effect.

Ice: Frost Incarnate
9 pips: does 400+ 900 over 3 rounds to all enemies
special effects: stuns, taunts, applies a 1000 absorb to all teammates, applies a global effect that makes stuns last 1 turn longer as well as boosts ice attacks by 50%
desc.: the symbol of Ice magic appears on the ground. it starts glowing with blue light, continually growing brighter and brighter. once it reaches a certain point, a giant icicle grows out of the symbol. it starts glowing from within, and cracks appear on the side of it. the icicle shatters with the force of an explosion, dealing 400 damage to all, applying the freeze effect, stuns, taunts, and applies a 1000 absorb to all teammates, and applies the global effect

Storm: Storm Incarnate
9 pips: deals 1400 to all
special effects: shatters 2 blades and shields, stuns for 2 rounds, applies global effect that boosts all storm attacks by +50%
desc.: the symbol of storm magic appears on the ground. it starts glowing purple, growing brighter and brighter. once it reaches a certain point, a giant vortex of water rises out of it, spinning around like a whirlpool. Lightning comes down from the sky and strikes the center of the whirlpool. the whirlpool violently expands and engulfs all of the enemies, dealing a savage 1400 damage to all, as well as shattering 2 blades and shields ( regardless of school, can shatter absorbs too), stuns all for 2 rounds, and applies a global effect that boosts all storm attacks by +50%.

Balance: Scales of Libra
9 pips: attacks all, does 1250 to enemy with most health, does 1000 to all else. if there are 2 or more enemies who have the most health, it deals 1250 to each, or can heal all allies for 1000
Special effects: applies weakness -90% attack, applies balance blade +50% to all allies, applies global effect that boosts all attacks by +50%
desc.: a massive set of golden scales rises out of the ground. on one side of the scale is a heart, on the other a skull. the scales teeter for a moment; if it lands on heart, all allies get healed for 1000; if it lands on skull, the opponent with most health receives 1250 damage and all others receive 1000. either way, weakness is applied to enemies, balance blade is applied to allies, global effect boosting all attacks is applied.

Hope you like this list! I realize that some of you may dislike the balance attack because it isn't necessarily an attack all the time, but balance is about incorporating bits and pieces out of other schools, and i think balance needs more healing.Also, i have heard complaints from Conjurers that minions are totally useless in Celestia, and minions are Myth's focus, so i thought they could use a better one :-) . Anyways, enjoy!
Your fellow gamer,
Blingboy56

the coolest one is for myth also would it be give at the cost of a training point or two because of its power

Delver
Jul 09, 2009
275
I like it but change ice instead of 900 damage 3 rounds how about stun for two rounds and different names for the spells because it would feel like kingsisle is running out of ideas way too early. Other than that nice I'm in!
I'm kinda close to 60 so count me in!

Aaron Drakewalker Level 53
Fire wizard Secondary class: Balance
Astral class: Star and Moon

Strongest pyromancer in my middle school!

Historian
May 01, 2010
665
ok these are a little overkill. first of all, i dont think spells should have that many side effects, especailly death D&G, they hate that spell already and now it would be ruining the rank 9 spells (not speaking for all the deaths here.) but those spells may very welll be better suited if the were like rank 10 or 11

Delver
Dec 06, 2009
232
blingboy56 wrote:
hey this is my first ever post, so try to bear with me. i just got some pretty good ideas for level 68 spells, so i thought i would share them with all of you great players :D well here they are:

Myth: Essence of Myth
9 pips: 250 damage, 750 damage to all enemies.
special effects: first hit can break 2 shields, second hit stuns as well as applies a +40% time of legend, summons a rank 8 minion to your team
desc.: A ridiculously large book appears resting upon a table surrounded by candles. the cover flips up and it flips to a random page. strange runes float off the page and begin to glow ominously. the candles extinguish, and an odd spirit floats off the page and is ringed by the runes. the spirit begins to chant unintelligible words and the runes surrounding it fly off and hit the target, dealing 250 damage. then the spirit becomes angry and viciously claws the target, dealing 750 damage. after attacking, the spirit floats to your side and becomes a rank 8 minion

Life: Essence of Life
9 pips: first heals all team mates by 1000, then deals 1000 damage to all enemies.
special effects: heal applies a 500 absorb, damage applies a special global effect that boosts all life attacks and heals by +50%
desc.: a river is flowing in the middle of a glade in the forest. the river starts to glow gently, and water slowly rises out and touches teammates, which heals 1000 and applies a 500 absorb. the water returns to the river, which then glows sinisterly. the water starts churning and boiling, and surges out and attacks all enemies for 1000 damage and applies a special global effect that boosts life attacks and heals by +50%

Death: Essence of Death
9 pips: attacks all enemies for 1000, convert half to health to caster.
special effects: applies a +80% feint to all enemies( a single +35% to self), applies special global effect that boosts death attack and lowers all heals by +50%
desc.: an ancient graveyard forms out of sinister mist. there are many graves in it, but there is one much larger than all the rest. the ground in this particular grave starts to rumble, and a decaying coffin rises out of it. a half-decayed corpse rises out of it, holding a leather-bound book in his hand. he opens the book and starts chanting, and then corpses rise out of the other graves. about 5 corpses (they look like wraiths with some flesh, or dementors from harry potter) rise out, and then he stops chanting. the 5 corpses start slowly walking toward the target, and suck out his/her soul for 1000 damage. they glide back to the caster of the spell, and return the souls to him/her, healing the caster for half of the damage.

Fire: Flame Incarnate
9 pips: does 500+ 900 over 3 rounds to all enemies
special effects: applies an accuracy ward to target, lowering accuracy to next spell by 60%, applies stun, applies global effect + 50% to fire attacks.
desc.: the symbol of Fire magic appears on the ground. It starts glowing, continually growing brighter and brighter. once it reaches pure white light, fire starts rising out of the symbol, and condenses into a single large ball( looks similar to power nova, but more dark red in color). the ball starts pulsing, almost as if it were alive, until eventually it expands with the force of an explosion, dealing 500 damage to all enemies and applying the burn effect, as well as accuracy ward, stun, and global effect.

Ice: Frost Incarnate
9 pips: does 400+ 900 over 3 rounds to all enemies
special effects: stuns, taunts, applies a 1000 absorb to all teammates, applies a global effect that makes stuns last 1 turn longer as well as boosts ice attacks by 50%
desc.: the symbol of Ice magic appears on the ground. it starts glowing with blue light, continually growing brighter and brighter. once it reaches a certain point, a giant icicle grows out of the symbol. it starts glowing from within, and cracks appear on the side of it. the icicle shatters with the force of an explosion, dealing 400 damage to all, applying the freeze effect, stuns, taunts, and applies a 1000 absorb to all teammates, and applies the global effect

Storm: Storm Incarnate
9 pips: deals 1400 to all
special effects: shatters 2 blades and shields, stuns for 2 rounds, applies global effect that boosts all storm attacks by +50%
desc.: the symbol of storm magic appears on the ground. it starts glowing purple, growing brighter and brighter. once it reaches a certain point, a giant vortex of water rises out of it, spinning around like a whirlpool. Lightning comes down from the sky and strikes the center of the whirlpool. the whirlpool violently expands and engulfs all of the enemies, dealing a savage 1400 damage to all, as well as shattering 2 blades and shields ( regardless of school, can shatter absorbs too), stuns all for 2 rounds, and applies a global effect that boosts all storm attacks by +50%.

Balance: Scales of Libra
9 pips: attacks all, does 1250 to enemy with most health, does 1000 to all else. if there are 2 or more enemies who have the most health, it deals 1250 to each, or can heal all allies for 1000
Special effects: applies weakness -90% attack, applies balance blade +50% to all allies, applies global effect that boosts all attacks by +50%
desc.: a massive set of golden scales rises out of the ground. on one side of the scale is a heart, on the other a skull. the scales teeter for a moment; if it lands on heart, all allies get healed for 1000; if it lands on skull, the opponent with most health receives 1250 damage and all others receive 1000. either way, weakness is applied to enemies, balance blade is applied to allies, global effect boosting all attacks is applied.

Hope you like this list! I realize that some of you may dislike the balance attack because it isn't necessarily an attack all the time, but balance is about incorporating bits and pieces out of other schools, and i think balance needs more healing.Also, i have heard complaints from Conjurers that minions are totally useless in Celestia, and minions are Myth's focus, so i thought they could use a better one :-) . Anyways, enjoy!
Your fellow gamer,
Blingboy56


Overpowered ...

- Oran Titanrider, Grandmaster Thaumaturge

Explorer
Sep 01, 2010
64
The level 68 spells are just a rumor so don't get your hopes up just yet

Explorer
Sep 01, 2010
64
hey blingboy your spells are kinda um overkill, you know?I would do something like a level three minion. Not level 8.

Explorer
Nov 14, 2010
62
blingboy56 wrote:
wow, i didn't realize that this would get so many comments in just a few hours! well i was just reading through some of your comments, and i noticed a lot of stuff about new level 58 pets and mounts. I thought some of these ides sounded good, and i came up with a few of my own and wanted to share them.

Mounts:
myth: orthrus
life: forest lord
death: skeletal chariot
fire: phoenix
ice: frost angel Pegasus
storm: whirlpool
balance: sphinx

Pets:
well, i was thinking that the schools could have their school emblem as a pet!
the pet would hover at about chest height, and occasionally glow with the school's primary color. each could give the level 58 spell and have nothing but ultra-rare stats, and each has a pedigree of 100 ( come on people, these are level 58 PETS they gotta be worth the work!). maybe each could have an extra age after epic: legendary? this would allow the pet to have up to 5 talents.

ok well those are my ideas! enjoy the game!

I loves loves loves loves loves LOVE your mount ideas! Especially the death and balance one

Survivor
Jun 13, 2010
20
I personally like your Ice idea. *signs paper approving of the making of these spells*

Defender
Jan 09, 2009
109
Your ideas are (excuse the pun) absolutely wizard!
Xsigns nameX
I sincerely hope that these spells make it into the game!

Rogan Dragonflame, The Red Mage, the Sage of the Ages, The Heckhound

Explorer
Sep 01, 2010
64
Explorer
Sep 01, 2010
64
Life: The seasons 9 pips
90% accuracy
You see all the seasons go by and in the fall the leaves start to fall and it goes until you see winter and the leaves hit the caster. That takes away 90 health,(Less with shields) and hurts the enemies side 700 and applies a 500 absorb spirit armor to all people on the casters side.

Survivor
Apr 20, 2010
45
blingboy56 wrote:
hey this is my first ever post, so try to bear with me. i just got some pretty good ideas for level 68 spells, so i thought i would share them with all of you great players :D well here they are:

Myth: Essence of Myth
9 pips: 250 damage, 750 damage to all enemies.
special effects: first hit can break 2 shields, second hit stuns as well as applies a +40% time of legend, summons a rank 8 minion to your team
desc.: A ridiculously large book appears resting upon a table surrounded by candles. the cover flips up and it flips to a random page. strange runes float off the page and begin to glow ominously. the candles extinguish, and an odd spirit floats off the page and is ringed by the runes. the spirit begins to chant unintelligible words and the runes surrounding it fly off and hit the target, dealing 250 damage. then the spirit becomes angry and viciously claws the target, dealing 750 damage. after attacking, the spirit floats to your side and becomes a rank 8 minion

Life: Essence of Life
9 pips: first heals all team mates by 1000, then deals 1000 damage to all enemies.
special effects: heal applies a 500 absorb, damage applies a special global effect that boosts all life attacks and heals by +50%
desc.: a river is flowing in the middle of a glade in the forest. the river starts to glow gently, and water slowly rises out and touches teammates, which heals 1000 and applies a 500 absorb. the water returns to the river, which then glows sinisterly. the water starts churning and boiling, and surges out and attacks all enemies for 1000 damage and applies a special global effect that boosts life attacks and heals by +50%

Death: Essence of Death
9 pips: attacks all enemies for 1000, convert half to health to caster.
special effects: applies a +80% feint to all enemies( a single +35% to self), applies special global effect that boosts death attack and lowers all heals by +50%
desc.: an ancient graveyard forms out of sinister mist. there are many graves in it, but there is one much larger than all the rest. the ground in this particular grave starts to rumble, and a decaying coffin rises out of it. a half-decayed corpse rises out of it, holding a leather-bound book in his hand. he opens the book and starts chanting, and then corpses rise out of the other graves. about 5 corpses (they look like wraiths with some flesh, or dementors from harry potter) rise out, and then he stops chanting. the 5 corpses start slowly walking toward the target, and suck out his/her soul for 1000 damage. they glide back to the caster of the spell, and return the souls to him/her, healing the caster for half of the damage.

Fire: Flame Incarnate
9 pips: does 500+ 900 over 3 rounds to all enemies
special effects: applies an accuracy ward to target, lowering accuracy to next spell by 60%, applies stun, applies global effect + 50% to fire attacks.
desc.: the symbol of Fire magic appears on the ground. It starts glowing, continually growing brighter and brighter. once it reaches pure white light, fire starts rising out of the symbol, and condenses into a single large ball( looks similar to power nova, but more dark red in color). the ball starts pulsing, almost as if it were alive, until eventually it expands with the force of an explosion, dealing 500 damage to all enemies and applying the burn effect, as well as accuracy ward, stun, and global effect.

Ice: Frost Incarnate
9 pips: does 400+ 900 over 3 rounds to all enemies
special effects: stuns, taunts, applies a 1000 absorb to all teammates, applies a global effect that makes stuns last 1 turn longer as well as boosts ice attacks by 50%
desc.: the symbol of Ice magic appears on the ground. it starts glowing with blue light, continually growing brighter and brighter. once it reaches a certain point, a giant icicle grows out of the symbol. it starts glowing from within, and cracks appear on the side of it. the icicle shatters with the force of an explosion, dealing 400 damage to all, applying the freeze effect, stuns, taunts, and applies a 1000 absorb to all teammates, and applies the global effect

Storm: Storm Incarnate
9 pips: deals 1400 to all
special effects: shatters 2 blades and shields, stuns for 2 rounds, applies global effect that boosts all storm attacks by +50%
desc.: the symbol of storm magic appears on the ground. it starts glowing purple, growing brighter and brighter. once it reaches a certain point, a giant vortex of water rises out of it, spinning around like a whirlpool. Lightning comes down from the sky and strikes the center of the whirlpool. the whirlpool violently expands and engulfs all of the enemies, dealing a savage 1400 damage to all, as well as shattering 2 blades and shields ( regardless of school, can shatter absorbs too), stuns all for 2 rounds, and applies a global effect that boosts all storm attacks by +50%.

Balance: Scales of Libra
9 pips: attacks all, does 1250 to enemy with most health, does 1000 to all else. if there are 2 or more enemies who have the most health, it deals 1250 to each, or can heal all allies for 1000
Special effects: applies weakness -90% attack, applies balance blade +50% to all allies, applies global effect that boosts all attacks by +50%
desc.: a massive set of golden scales rises out of the ground. on one side of the scale is a heart, on the other a skull. the scales teeter for a moment; if it lands on heart, all allies get healed for 1000; if it lands on skull, the opponent with most health receives 1250 damage and all others receive 1000. either way, weakness is applied to enemies, balance blade is applied to allies, global effect boosting all attacks is applied.

Hope you like this list! I realize that some of you may dislike the balance attack because it isn't necessarily an attack all the time, but balance is about incorporating bits and pieces out of other schools, and i think balance needs more healing.Also, i have heard complaints from Conjurers that minions are totally useless in Celestia, and minions are Myth's focus, so i thought they could use a better one :-) . Anyways, enjoy!
Your fellow gamer,
Blingboy56


I LOVE thies ideas exepet for one thing, the Balance global should increase power pip chance and Balance attack by 50% no offence intended. :)

Survivor
Jun 16, 2010
20
I think that these sound like a great idea, just, as a Sorcerer, I know that balance isn't devoted to healing. I think all your other ideas sounded great though! But I'm not sure if everyone want's "a new level cap'

Defender
Jun 21, 2009
143
blingboy56 wrote:
wow, i didn't realize that this would get so many comments in just a few hours! well i was just reading through some of your comments, and i noticed a lot of stuff about new level 58 pets and mounts. I thought some of these ides sounded good, and i came up with a few of my own and wanted to share them.

Mounts:
myth: orthrus
life: forest lord
death: skeletal chariot
fire: phoenix
ice: frost angel Pegasus
storm: whirlpool
balance: sphinx

Pets:
well, i was thinking that the schools could have their school emblem as a pet!
the pet would hover at about chest height, and occasionally glow with the school's primary color. each could give the level 58 spell and have nothing but ultra-rare stats, and each has a pedigree of 100 ( come on people, these are level 58 PETS they gotta be worth the work!). maybe each could have an extra age after epic: legendary? this would allow the pet to have up to 5 talents.

ok well those are my ideas! enjoy the game!

Kewl pets, but how in the world would you ride a Forest Lord? Otherwise, awesome!

Defender
Jun 21, 2009
143
SnottyBrad wrote:
I am signing it but I have a different Idea for the fire spell

it should be called Inferno

820 damage 500 damage over 3 turns and should put some of those blades that lower your opponents accuracy and then give you a +35 blade to next fire card

Charles Ashbood lv58 pyromancer
kicking butt one world at a time

Bradley Firethorn lv15 theurgist
he will get there someday
I like blingboy's idea better.

Defender
Jun 21, 2009
143
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