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lv 100 spells ideas

1
AuthorMessage
Survivor
Nov 13, 2010
15
new spells for lv 100 ideas!


avalanche x pips 150 damage per pip to all enemies absorb 100 per pip all friends
animation small snowball rolls down mountain grows huge explodes this avalanche hits enemies one at a time


waterspout (its a type of weather) 14 pips 3000 damage to enemy, minus 50% health to self all friends and enemies loose all charms shields
animation tornado meets a whirlpool becomes waterspout hits enemy then turns around and hits you


fire whirl(another type of weather) x pips 185 damage per pip 1250 damage over 3 rounds
animation forest on fire the fire swirls and grows until a full blown fire whirl forms hits enemy then explodes


blood rain(rare type of weather) x pips 175 damage per pip 1000 steal 500 over 3 rounds to all enemies
animation red tide on beach suddenly whirlpool forms and flies into sky turning to red clouds then red rain and bones of fish fly at enemies clouds dissipate red tide turns around and glows green/blue caster


rock slide x pips 75 damage per pip to all enemies remove all wards/shields stun for three rounds and summon rank 10 minion and absorb 400
animation cliff face with Billy goat on top, goat runs away causing rocks to fall, they hit others and eventually they hit enemies then cliff explodes into rank 10 minion


carnivorous ivy 14 pips 1000 damage to 1 enemy stun 1 round and 750 and absorb 500
animation Venus fly trap on rock, vines grow and consume all nearby rocks tiny fly traps pop up while first one is now huge this one breathes yellow energy at enemy enemy becomes covered in vines fly trap turns and breathes green energy at you then withers

choice one(only get one)
drought x pips minimum of 7 pips 180 per pip + all next spells + plus 75 % power pip chance to all
animation ground dries and cracks under sun turns to sand, sand dune hits like a wave


mirage 14 pips 400 each minus 99% to the next three spells minus 75% power pip chance to all
animation oasis with wavy lines turns into tumble weed turns into sphinx(not the building) that jumps on you


shadow shock
plus 50% shadow pip chance minus 5% backlash each round


dark boost
minus 15% backlash at start of spell


polymorph grasshopper

planet, comet, and void. planet magic focuses on controlling the uncontrollable, you can use the eclipse spell to undo a polymorph the comet school focuses on delays, time, and orbits. if you are damaged with an orbit, it will heal the caster at usually the same amount, these last five rounds. delays work like this, you can freeze a shield of an opponent to make it fail to work the first time it is hit you can also cast delays on spells, traps etc. time spells give you a limited amount of time before you are healed, damaged etc. void spells focus on backlash, magnets, and confusion. magnets make all or certain effects go to a certain player. you can assign backlash like on shadow magic to players too. confusion spells mix things up make them invisible change the amount or change the use

Survivor
Dec 02, 2011
26
MycinDreamCaster on Jan 29, 2014 wrote:
new spells for lv 100 ideas!


avalanche x pips 150 damage per pip to all enemies absorb 100 per pip all friends
animation small snowball rolls down mountain grows huge explodes this avalanche hits enemies one at a time


waterspout (its a type of weather) 14 pips 3000 damage to enemy, minus 50% health to self all friends and enemies loose all charms shields
animation tornado meets a whirlpool becomes waterspout hits enemy then turns around and hits you


fire whirl(another type of weather) x pips 185 damage per pip 1250 damage over 3 rounds
animation forest on fire the fire swirls and grows until a full blown fire whirl forms hits enemy then explodes


blood rain(rare type of weather) x pips 175 damage per pip 1000 steal 500 over 3 rounds to all enemies
animation red tide on beach suddenly whirlpool forms and flies into sky turning to red clouds then red rain and bones of fish fly at enemies clouds dissipate red tide turns around and glows green/blue caster


rock slide x pips 75 damage per pip to all enemies remove all wards/shields stun for three rounds and summon rank 10 minion and absorb 400
animation cliff face with Billy goat on top, goat runs away causing rocks to fall, they hit others and eventually they hit enemies then cliff explodes into rank 10 minion


carnivorous ivy 14 pips 1000 damage to 1 enemy stun 1 round and 750 and absorb 500
animation Venus fly trap on rock, vines grow and consume all nearby rocks tiny fly traps pop up while first one is now huge this one breathes yellow energy at enemy enemy becomes covered in vines fly trap turns and breathes green energy at you then withers

choice one(only get one)
drought x pips minimum of 7 pips 180 per pip + all next spells + plus 75 % power pip chance to all
animation ground dries and cracks under sun turns to sand, sand dune hits like a wave


mirage 14 pips 400 each minus 99% to the next three spells minus 75% power pip chance to all
animation oasis with wavy lines turns into tumble weed turns into sphinx(not the building) that jumps on you


shadow shock
plus 50% shadow pip chance minus 5% backlash each round


dark boost
minus 15% backlash at start of spell


polymorph grasshopper

planet, comet, and void. planet magic focuses on controlling the uncontrollable, you can use the eclipse spell to undo a polymorph the comet school focuses on delays, time, and orbits. if you are damaged with an orbit, it will heal the caster at usually the same amount, these last five rounds. delays work like this, you can freeze a shield of an opponent to make it fail to work the first time it is hit you can also cast delays on spells, traps etc. time spells give you a limited amount of time before you are healed, damaged etc. void spells focus on backlash, magnets, and confusion. magnets make all or certain effects go to a certain player. you can assign backlash like on shadow magic to players too. confusion spells mix things up make them invisible change the amount or change the use
Awesome!!!!

AntonioFiremender lvl 46 fire

P.S What about pets

Survivor
Nov 13, 2010
15
here is a better explanation of void, comet, and planet spells

planet magic focuses on controlling the uncontrollable, you can use the eclipse spell to undo a polymorph, you can use a reflective shield to make the incoming spell turn around and hit the caster, things like that. the comet school focuses on delays, time, and orbits. an example of an orbit is a triangle shaped object that looks kind of like a over time effect tick thing. if you are damaged with an orbit, it will heal the caster at usually the same amount, but also at double, triple, half, or a fraction of the damage. the caster has an identical shaped thing at his feet, only it glows, these last five rounds. delays work like this, you can stun/freeze a shield of an opponent to make it fail to work the first time it is hit, you can delay your own personal shield for the same effect, only the second time it is double the defense. you can also cast delays on spells, traps etc. time spells give you a limited amount of time before you are healed, damaged etc. void spells focus on backlash, magnets, and confusion. magnets make all or certain effects go to a certain player. you can assign backlash like on shadow magic to players too. confusion spells mix things up, make them invisible, change the amount, or change the use. a wormhole spells changes the order of your friends in the middle of a round. you can put a haze spell on an enemy to make all traps, shields etc. invisible for everyone. and you can change a shield into a charm with changing the use. void school colors are indigo and dark violet and the symbol is a triple swirl with a swirl in the middle. planet school is teal and pale grey and the symbol looks like Saturn. comet school colors are pink and periwinkle and looks like a double lined curved teardrop with a seven pointed star in the biggest part.

Survivor
Nov 13, 2010
15
void spells

whiplash: 0 pips- give 20% backlash to target

backlash blast: 1 pip- assign regular backlash for three rounds to target

gravity: 0 pips- take 50% of all incoming damage to nearest friend 1 round

super gravity: 1 pip- take 75% of all incoming damage to nearest friend 2 rounds

gravity crusher: 2 pips- take 90% of all incoming damage to 2 nearest friends 3 rounds

insane gravity: 3 pips- take all incoming damage 3 rounds

spell squish: 4 pips- take all incoming damage until defeat

wormhole: 1 pip- change order of all friends before any damage is taken

gravity healer: 1 pip- take all incoming from all enemies 4 rounds

healer stealer: 2 pips- take all incoming steals or from all enemies 4 rounds

life sucker: 2 pips- take all from all players/enemies 4 rounds

parasite: 3 pips- take all /steals from all friends/enemies 4 rounds

charmer: 0 pips- take all charms from enemies 4 rounds

weight gain: 0 pips- take all weaknesses from friends 4 rounds

charm stealer: 4 pips- take all positive/negative charms from all friends/enemies 4 rounds

last 3 same for wards

power puller: 3 pips- take all positive charms/wards from all 4 rounds

weakness puller: 1 pip- take all negative charms/wards from all 4 rounds

grand gravity: 5 pips- take all +/- wards/charms from all 4 rounds

great gravity: 5 pips- take all damage /steals from all friends 5 rounds

black hole: 6 pips- take all /steals damage from all friends, take all +/- charms/wards from all until defeat

pip puller: 0 pips- take one pip from all enemies

power pip puller: 2 pips- take 1 power pip from all friends/enemies take 500 damage

haze: 0 pips- make all charms shields invisible to all

dark pull: 2 pips- make all spells affect only you 3 rounds

tug of war: 3 pips: make 50% of all spells affect you

sand pull: 2 pips- make all spells affect only you 3 rounds

cold pull: 2 pips- make all spells affect only you 3 rounds

ember pull: 2 pips- make all spells affect only you 3 rounds

etc. to all schools

Survivor
Nov 13, 2010
15
planet spells ideas

moonless night: 1 pip- stop all polymorphs

overcaster:1 pip- undo all sun spells

falling star:1 pip- stop all auras

eclipse: 2 pips- stop all sun/moon spells

dark night:2 pips- stop all moon star spells

cloudy day:2 pips- stop all star sun spells

deflate: 4 pips- make all spells loose 10% of everything 10 rounds

reflective shield: 0 pips- 50% chance spell reverse( make the spell turn around and hit caster)

polished steel shield: 0 pips -50% all incoming damage, 50% chance spell reverse

shiny shield: 1 pip- 75% spell reverse

shiny iron shield: 1 pip-75% spell reverse - 80% all incoming damage

mirror shield: 1 pip- 90% spell reverse

metal mirror shield: 2 pips- 90% spell reverse, - 85% all incoming damage

magic mirror: 2 pips- reverse next spell

mirror fortress: 4 pips- reverse next 3 incoming spells

recharge :1 pip- make next round only, all other spells fizzle

battle field:1 pip- make next round damage only, all other spells fizzle

ice age: make next round only

etc for other schools

Survivor
Aug 22, 2013
4
Sounds awesome!!!!!!!!!!!!!!! I hope they enter those new ones it sounds amazing

Defender
Apr 07, 2012
135
MycinDreamCaster on Jan 29, 2014 wrote:
new spells for lv 100 ideas!


avalanche x pips 150 damage per pip to all enemies absorb 100 per pip all friends
animation small snowball rolls down mountain grows huge explodes this avalanche hits enemies one at a time


waterspout (its a type of weather) 14 pips 3000 damage to enemy, minus 50% health to self all friends and enemies loose all charms shields
animation tornado meets a whirlpool becomes waterspout hits enemy then turns around and hits you


fire whirl(another type of weather) x pips 185 damage per pip 1250 damage over 3 rounds
animation forest on fire the fire swirls and grows until a full blown fire whirl forms hits enemy then explodes


blood rain(rare type of weather) x pips 175 damage per pip 1000 steal 500 over 3 rounds to all enemies
animation red tide on beach suddenly whirlpool forms and flies into sky turning to red clouds then red rain and bones of fish fly at enemies clouds dissipate red tide turns around and glows green/blue caster


rock slide x pips 75 damage per pip to all enemies remove all wards/shields stun for three rounds and summon rank 10 minion and absorb 400
animation cliff face with Billy goat on top, goat runs away causing rocks to fall, they hit others and eventually they hit enemies then cliff explodes into rank 10 minion


carnivorous ivy 14 pips 1000 damage to 1 enemy stun 1 round and 750 and absorb 500
animation Venus fly trap on rock, vines grow and consume all nearby rocks tiny fly traps pop up while first one is now huge this one breathes yellow energy at enemy enemy becomes covered in vines fly trap turns and breathes green energy at you then withers

choice one(only get one)
drought x pips minimum of 7 pips 180 per pip + all next spells + plus 75 % power pip chance to all
animation ground dries and cracks under sun turns to sand, sand dune hits like a wave


mirage 14 pips 400 each minus 99% to the next three spells minus 75% power pip chance to all
animation oasis with wavy lines turns into tumble weed turns into sphinx(not the building) that jumps on you


shadow shock
plus 50% shadow pip chance minus 5% backlash each round


dark boost
minus 15% backlash at start of spell


polymorph grasshopper

planet, comet, and void. planet magic focuses on controlling the uncontrollable, you can use the eclipse spell to undo a polymorph the comet school focuses on delays, time, and orbits. if you are damaged with an orbit, it will heal the caster at usually the same amount, these last five rounds. delays work like this, you can freeze a shield of an opponent to make it fail to work the first time it is hit you can also cast delays on spells, traps etc. time spells give you a limited amount of time before you are healed, damaged etc. void spells focus on backlash, magnets, and confusion. magnets make all or certain effects go to a certain player. you can assign backlash like on shadow magic to players too. confusion spells mix things up make them invisible change the amount or change the use
um i dont think so

Mastermind
Sep 30, 2009
393
no that's not at all what I would want from my next fire spell, I would prefer if ki kept the pattern with fire and give us another aoe

Defender
Oct 27, 2013
158
storm: blasted storm: 13 pips, 70% accuracy, damage/ ward/ charm : 1680 damage+1089 damage over 3 rounds+ absorb 650 damage+ tower shield to all friends + balanceblade+ take 150 damage. spell animation: storng hurricane hurls over the opponent and strikes it with a venomus wind to all enemies.

fire: hot lava: 13 pips, 75% accuracy, damage/healing: 535+1993 damage over 3 rounds + 815+675 over 3 rounds to all friends. spell animation: a volcano erupts and flows damages all enemies at once, a guardian heals everyone on team.

ice: downcold: 13 pips, 85% accuracy, damage, ward: 350 and 1650 damage, absorb 500, tower shield. spell animation: the ground freezes to -75 degrees celcius and the wind chill goes up. a blizzard line attacks enimeies one by one and then the ground gets so cold that the opponents take damage.

death: undead playplace: 13 pips, 85% accuracy, steal, charm: steal 1400 health from enemie, swap into health, -50 to next spell on the foe, +45% to next death damage/steal. spell animation: a haunted house with all the undead from wizard city pounce the enemie and creates a beam.

life: summer's landgrove: 13 pips, 90% accuracy, healing, damage, charm: 1900 to all friends, 130+ 1798 damage over 3 rounds, absorb 450 damage. spell animation: the land turns into a land with flowers then the sun heals the user and friends.

myth: legend of the spiral: 13 pips, 80% accuracy,damage, stun, charm: 568+1300 damage over 3 rounds + stun for 5 rounds + steal 1 charm from all enimies. spell animation: the heart of the spiral shoots a beam at the target. its so bright.

balance: krokotopia terrain: 13 pips,85% accuracy, damage, switch terrain: 435+1200 damage over 3 rounds+ switch all damage to balance for 10 rounds. spell animation: a sandstorm hits all foes then the terrain comes like kroktopia. ex if a foe used helephant it would be balance instead of fire for 10 rounds.

moon: polymorph mystery: 1 pip: transform into a random polymorph! XD :P

Survivor
Jul 06, 2012
7

waterspout (its a type of weather) 14 pips 3000 damage to enemy, minus 50% health to self all friends and enemies loose all charms shields
animation tornado meets a whirlpool becomes waterspout hits enemy then turns around and hits you

-why is it storm is the only one that takes damage -.- no, I myself being a storm think it would be nice if we got something that was damage over time or or global attack.

Survivor
Jul 22, 2012
1
school student

Life needs a global attack that breaks 1000 damage without boosts, a possible 1000-1150 seems in order for 12 pips

  • As much as i hate to admit it, i honestly think life is set on heals, life only really needs attacks over 1000

Why does it seem like every school is trying to obtain a healing spell? That's why life is available with the multiple heals. All schools have a decent health range, with the exception of storm

Doesn't need a healing spell, due to them having the highest health and defense capabilities
  • Every school doesn't need a healing spell

Survivor
Dec 03, 2011
23
MycinDreamCaster on Jan 29, 2014 wrote:
new spells for lv 100 ideas!


avalanche x pips 150 damage per pip to all enemies absorb 100 per pip all friends
animation small snowball rolls down mountain grows huge explodes this avalanche hits enemies one at a time


waterspout (its a type of weather) 14 pips 3000 damage to enemy, minus 50% health to self all friends and enemies loose all charms shields
animation tornado meets a whirlpool becomes waterspout hits enemy then turns around and hits you


fire whirl(another type of weather) x pips 185 damage per pip 1250 damage over 3 rounds
animation forest on fire the fire swirls and grows until a full blown fire whirl forms hits enemy then explodes


blood rain(rare type of weather) x pips 175 damage per pip 1000 steal 500 over 3 rounds to all enemies
animation red tide on beach suddenly whirlpool forms and flies into sky turning to red clouds then red rain and bones of fish fly at enemies clouds dissipate red tide turns around and glows green/blue caster


rock slide x pips 75 damage per pip to all enemies remove all wards/shields stun for three rounds and summon rank 10 minion and absorb 400
animation cliff face with Billy goat on top, goat runs away causing rocks to fall, they hit others and eventually they hit enemies then cliff explodes into rank 10 minion


carnivorous ivy 14 pips 1000 damage to 1 enemy stun 1 round and 750 and absorb 500
animation Venus fly trap on rock, vines grow and consume all nearby rocks tiny fly traps pop up while first one is now huge this one breathes yellow energy at enemy enemy becomes covered in vines fly trap turns and breathes green energy at you then withers

choice one(only get one)
drought x pips minimum of 7 pips 180 per pip + all next spells + plus 75 % power pip chance to all
animation ground dries and cracks under sun turns to sand, sand dune hits like a wave


mirage 14 pips 400 each minus 99% to the next three spells minus 75% power pip chance to all
animation oasis with wavy lines turns into tumble weed turns into sphinx(not the building) that jumps on you


shadow shock
plus 50% shadow pip chance minus 5% backlash each round


dark boost
minus 15% backlash at start of spell


polymorph grasshopper

planet, comet, and void. planet magic focuses on controlling the uncontrollable, you can use the eclipse spell to undo a polymorph the comet school focuses on delays, time, and orbits. if you are damaged with an orbit, it will heal the caster at usually the same amount, these last five rounds. delays work like this, you can freeze a shield of an opponent to make it fail to work the first time it is hit you can also cast delays on spells, traps etc. time spells give you a limited amount of time before you are healed, damaged etc. void spells focus on backlash, magnets, and confusion. magnets make all or certain effects go to a certain player. you can assign backlash like on shadow magic to players too. confusion spells mix things up make them invisible change the amount or change the use
The animations of your spells sound amazing but the effects not so much. The damage is waaaay op and if KI even thought about using these ideas (don't get me wrong, I do wish they would use your animations), they would be forced to ban these in PvP or they'd have some pretty angry customers.

Defender
Aug 03, 2011
103
I'm going to run some math calculations here. Since they are originally supposed to be 14 pip spells, I'm going to calculate the damage-pip ratio and multiply those by 10, to see how they will stand to our current 10 pip spells.

- With 10 pips this does 1,500 damage to all enemies, and 1000 absorb to all teammates. The current 10 pip spell does 950-1050 to ONE person, and removes 3 pips from that person.

- About 2,143 damage to one enemy, and then earthquake(basically). The current storm spell does 1,525-1625 damage to one, with no effects.

- 1,850 damage to one enemy + (1250?) damage over 3 rounds. The total adds up to 3,100 damage. The current fire spell does 900-1000 + 300 to all enemies, adding up to a maximum total of 2,200 overall.

- 1,750 Damage + (1000 + 50% heal?) over three rounds, for 2750 total and 500 heal. The current death spell does 850-950 damage plus 250 to all enemies, for a max total of 1950 overall.

- 750 damage to all + earthquake + spirit shield(3 pips) and a 3 round stun?!?! The current one only does 1070-1170, and steal one pip. This one is ridiculous.

- 714 damage + about 536 heal and 357 absorb. The current life one does about 1350 overall, so this one is fine(maybe a little too much).

- 9,000 damage + effects or the other choice of 20,000 + effects. The current balance spell does 1000-1100 damage + effect(spirit shield)

I hope you can see what's wrong with these statistics if you can see. Keep in mind that many people have over 100% power pip chances, so they only need 7 rounds of shields + blades and can insta-win with a shrike(if they have shadow pip too)

Survivor
May 18, 2009
10
MycinDreamCaster on Jan 30, 2014 wrote:
here is a better explanation of void, comet, and planet spells

planet magic focuses on controlling the uncontrollable, you can use the eclipse spell to undo a polymorph, you can use a reflective shield to make the incoming spell turn around and hit the caster, things like that. the comet school focuses on delays, time, and orbits. an example of an orbit is a triangle shaped object that looks kind of like a over time effect tick thing. if you are damaged with an orbit, it will heal the caster at usually the same amount, but also at double, triple, half, or a fraction of the damage. the caster has an identical shaped thing at his feet, only it glows, these last five rounds. delays work like this, you can stun/freeze a shield of an opponent to make it fail to work the first time it is hit, you can delay your own personal shield for the same effect, only the second time it is double the defense. you can also cast delays on spells, traps etc. time spells give you a limited amount of time before you are healed, damaged etc. void spells focus on backlash, magnets, and confusion. magnets make all or certain effects go to a certain player. you can assign backlash like on shadow magic to players too. confusion spells mix things up, make them invisible, change the amount, or change the use. a wormhole spells changes the order of your friends in the middle of a round. you can put a haze spell on an enemy to make all traps, shields etc. invisible for everyone. and you can change a shield into a charm with changing the use. void school colors are indigo and dark violet and the symbol is a triple swirl with a swirl in the middle. planet school is teal and pale grey and the symbol looks like Saturn. comet school colors are pink and periwinkle and looks like a double lined curved teardrop with a seven pointed star in the biggest part.
These are really good ideas! I like the idea of undoing a polymorph; it's similar to the spell that destroys someone's aura. Also, the reflection spell is a good idea but it should maybe reflect a certain percentage per pip? If it reflected the entire spell that wouldn't really be fair.

-E.D. level 88

Survivor
Nov 13, 2010
15
thank you so much for your replies! i will post more ideas for spells and other things soon, so stay tuned! there are about 70 more spell ideas i have currently that will soon be posted thanks!

Survivor
Feb 01, 2014
5
Fish Bones? I thought it was Blood Rain, not Blood Rain And Dead Fish Bones.

Survivor
Jan 09, 2011
10
What about new minions?
I am not good with names but make a new minion to get that is bugish for khrysalis
Maby even make them be able to be controlled by you but only after a certain spell is cast
Like maybe another spell for each school called "Conrtol" where you can control your own minion and make it comparable with all of your minions. If somebody expands on this idea I would like some kinda credit.

William Hawksheild level 95

Survivor
Nov 13, 2010
15
about the stats, well, I made them up as I went without doing the math first... thank you oops. but, I wanted especially unique and powerful spells for level 100, it just sounds like a big achievement to get to level 100, so I wanted the spell to match. I agree, that balance and fire are particularly potent, o well, I mostly wanted to share the animations, I will post more tomorrow, 13 more spells to each school, plus 9 more!

Survivor
Nov 13, 2010
15
comet school ideas!

the comet school focuses on delays, time, and orbits. an example of an orbit is a triangle shaped object that looks kind of like a over time effect tick thing. if you are damaged with an orbit, it will heal the caster at usually the same amount, but also at double, triple, half, or a fraction of the damage. the caster has an identical shaped thing at his feet, only it glows, these last five rounds. delays work like this, you can stun/freeze a shield of an opponent to make it fail to work the first time it is hit, you can delay your own personal shield for the same effect, only the second time it is double the defense. you can also cast delays on spells, traps etc. time spells give you a limited amount of time before you are healed, damaged etc.

life or death: 4 pips- 500 + 300 over 5 rounds

freeze flame: 5 pips- 275 & each + 400 over 5 rounds + stun 1 round

mythic bolts: 5 pips- 600& 480+ 450 over 5 rounds & destroy all wards/charms

balanced beauty 5 pips- 500& 500 & 500 over 5 rounds

shield yield 0 pips- make 1 shield fail to work 1st

fort freeze 1 pips- make all shields of one enemy fail to work 1st

shield stun 2 pip- make 1 shield fail to work 3 times

shell shock 3 pip- make all shields of an enemy fail to work 3 times

defenseless 4 pip- make all shields fail to work 1st

barrier break 6 pip- make all shields fail to work 3 times

animation: shield goes totally white and gets icicles for 1 time stun, gets effect of moving water over it for 3 time stuns

stockpile x pips- stun 1 personal shield to double power next time, extra pips make friends shields stunned

delay 0 pips- stun 1 charm/ward 1 round : works like sun spell

ration x pips- delay 1 1 round per pip

time bomb x pips delay 1 damage spell 1 round per pip

Survivor
Nov 13, 2010
15
here's another idea for a school! school of light, the light school not only further amplifies the powers of & , it also applies boundaries in battle that can have drastic effects in the battle, you can also use it to attack. blades or traps do not effect the light school in any way. similar to shadow magic, you must use a special kind of man-a called radiant man-a, the light school is the opposite of the shadow school, it makes backlash worse, instead of backlash, the light school stuns you after you use it, ignoring all stun shields and not giving any stun shields. there is no way to earn radiant man-a unless you go to fill up your potions or wait it out. you cant earn radiant man-a at mini games. all last 7 rounds an example of boundaries:

sun pillar(type of rare weather) 0 pips, 3 rad. man-a ~ makes useless, doubles sun school effects, plus 25% outgoing spells

looks like when you have full pips, only its orange and your standing area is on fire in a sun shape

moon pillar 0 pips, 3 rad. man-a ~ makes useless, doubles length of remaining polymorph rounds, plus 30% outgoing spells

like sun pillar, only pale blue, and your standing ground is frosted in the crescent shape

constellational surge 0 pips, 3 rad. man-a ~ makes useless, doubles length and power of remaining aura, plus 20% outgoing spells

looks like above, only dark violet, and there are constellations floating in it, and standing area is in the pattern when its drawn

lime light 0 pips, 3 rad. man-a ~ death spells do not effect player, plus 75% and plus 25% damage

looks like above, pale green with overhead to dryad hanging leafy standing area

fright light, 0 pips, 3 rad. man-a ~ , plus 50% steals, plus 25%and minus 5 backlash each round

dark grey, paler ghostly figures floating upward bones on standing area

legend light,0 pips, 3 rad. man-a ~ double all effects to minions + 25% double stun duration to enemies

deep blue golden symbols floating upward, larger one on standing area

Survivor
Nov 13, 2010
15
sorry, not enough room to type

balanced beams 0 pips 3 rad man-a - plus 25% balance spells plus 15% to all spells, plus 20% all / steals

looks like sun pillar but tan with sandy floor to stand on and sand slowly swirling upward clockwise

elemental glow 0 pips 3 rad man-a - plus 25% to all spells, plus 35% to 30% to and 25% to plus 15% accuracy

like above, tan light, only the ground is flaming, there are storm clouds shooting lightning and the clouds are snowing
spiritual shine 0 pips 3 rad man-a - plus 25% to all spells, plus 35% 30% 25% plus 15% all /steals

like above only maroon light, myth symbols are falling from the leaf tree, bones to stand on

sparkling snow 0 pips 3 rad man-a - plus 40% , minus 45% incoming damage, no over 3 rounds attacks
white glow illuminates falling snow from cloud onto icy ground

burning beacon 0 pips 3 rad man-a - plus 35% add one tick to all 3 rounds attacks plus 15% accuracy
red glow consumed by tall flames lava to stand on

shimmering strikes 0 pips 3 rad man-a - plus 30% plus 20 % all spells, plus 20% accuracy
electric purple with dark cloud shooting lightning and raining, ocean to stand on

electric fence 0 pips 1 rad man-a - storm spells loose effect here
all schools continued effect

bioluminescence 4 pips 7 rad man-a all friends 400 health plus create glow that blocks steals
a big glowing mushroom appears oozes green light onto friends

beacon of beams 5 pips 10 rad man-a 750 all enemies+ global spell blocks shadow and weaknesses
looks kind of like supernovae, only its totally white and blasts enemies with rainbows of doom then explodes into global spell that is an ever-changing rainbow streaked with light that rains down what looks like pips.

thanks for reading, I will post more ideas later see your writings soon!

Survivor
Nov 13, 2010
15
the light school colors are mostly white with some cream yellow, it looks like 10 straight lines fanning out from a disconnected and smaller circle. the boundaries that the light school creates are called glows

here are some ideas for light school attacking spells

halo(this is a weather formation around the sun or moon, not an angelic symbol) 4 pips, 8 rad.-man.
450-575 light damage plus create a now shadow magic glow

animation looks like a frost caller that creates a beacon that develops a ring of rainbow light, she then grabs the halo and throws it at the enemy, the glow is pale cream yellow, nothing floating

flash of light= 4 pips 8 rad.-man. 300 light damage undo all shadow, spells
not much animation for this one, a fairly large camera lying on the spiral ground, it explodes and after a blast of white, the area flickers for a few seconds

eerie light=5 pips 10 rad.-man. do 480-660 light damage, plus create glow on yourself that +25% steals, 5% critical hit, 5% power pip chance
dark graveyard at night, blue light seeps from all the gravestones onto a ghostly form of a lost soul, this then does what looks like a ghost touch to enemy, then breathes icy blue light at you, creates black glow with white light sculls like on the casting of death spells in the formation of the balance high rank spells

I will post more and more, so keep reading! oh, and I don't think controlling your minion is something kl would do, the entire point of the minion is to have an ally you can not control, however choosing where the health from steals is something they would take into consideration! see you soon!

Defender
Oct 27, 2013
158
more spells!

:
transform zeus: transform into a storm lord 8 rounds (looks like zeus skyfather)

spells: kraken, stormblade, storm trap, supercharge, lightning strike, thunderbolt (560-675 damage), hurricane blast (150+1785 damage over 3 rounds), storm hydra (250 storm x 3 +50 damage) stormzilla, triton, storm lord, levithan, tower shield, pixie, unicorn. power pip chance: 60%, health: 3500, crit rating 185 block rating 168

transform guardian spirit: transform into a guardian spirit 8 rounds (looks like a seraph)

spells: lifeblade, seraph, fairy, satyr, life trap, centaur, regenerate, guiding light, brilliant light, rebirth, guardian spirit, tower shield, forest lord. power pip chance: 65% health: 3250, crit rating:191 block: 114

transform

transform: (sry there was a typo) transform judgement: transform into a judgement for 8 rounds (looks like a judgement)

spells: balanceblade, bladestorm, weakness, power play, avaling hands, dragonblade, judgement, hydra, chimera, elemental blade, spirit blade, precision, sky grip (300+1219 damage over 3 rounds), donate power,
sky blade (+40% to next damage spell), tower shield, sky shield (-70% to next incoming spell), sandstorm.
power pip chance: 75%, health: 2800, crit rating 425 block rating 395

polymorph time gain: +3 rounds to next polymorph

spells

star light: 5000 damage to target or 1000 damage to self.

space crept: +5% power pip chance, +20% resist, +20% damage, +15% healing

move around!: opponent is banned for using tc 4 rounds (if they do they fizzle)

starl light 4 pips, space crept 2 pips move around 3 pips

spells:

superman: +350 damage

sunlight, 4 pips: 500 damage to self to deal 2500 damage to target

critical, man: +50 crit rating to spell

marrige: +500 to 1 heal

sharp turn!: +50% accuracy to one spell

brave blade: +25% to one blade

brave trap: +25% to one trap

protective: +175 to one absorb, +15% to one shield or +30% to one tower shield

no other ideas what do you think about them? i love them! no rom

Survivor
Aug 02, 2009
16
Great ideas but a few small problems which is they are a bit op for current wizard stats and also for every new world the pip rating for spells only raises by one for so the new spells which will actually most like be level 98 not 100 will cost 11 not 14 pips.

-Talon MoonBreaker

Survivor
Nov 03, 2010
8
some new spells that i think should be made for all wizards to get at level 95 are zeus, poseidon, and hades.
The spells that they use against us. It would be a cool idea for three new spells. ill let some of you guys come up with how much damage they should take off

Hunter Lionthorn level 78

1