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New Spell Ideas

AuthorMessage
Delver
Oct 23, 2011
214
Here are some more of my spell ideas. These are all Astral and Balance spells:

Lighten Charm
Enchant
0 Pips
Changes one negative charm into a positive charm that can be used on friends

Darken Charm
Enchant
0 Pips
Changes one positive charm into a negative charm that can be used on enemies

Lighten Ward
Enchant
0 Pips
Changes one negative ward into a positive ward that can be used on friends

Darken Ward
Enchant
0 Pips
Changes one positive ward into a negative ward that can be used on enemies

Torment
Enchant
0 Pips
Changes damage to Damage over Time (3 rounds) (Spells that already do Damage over Time obviously can't be enchanted with this)

Mirror Spell

6 Pips
Uses the same spell that the target last cast.

Aura of Balance/Fire/Ice/Storm/Death/Myth/Life
Aura
4 Pips
Allows power pips to be used for the respective school (Aura of Balance allows power pips to be used with Balance spells, Aura of Fire allows power pips to be used with Fire spells, etc.) for 4 rounds, but you will not be able to use power pips for your own school. You can't train your own school's aura.

Strengthen Shield
Enchant
0 Pips
+10% to one positive ward

Enhance Weakness
Enchant
0 Pips
+10% to one negative charm

Mega Empowerment
Aura
1 Pip
Gain a Power Pip from Incoming spells ranked 6+

Astral Blast

4 Pips
440, 485 , or 525 Damage
Universal Blast

8 Pips
715, 830, 1,000, 760, 770, 785, 755, 825, 890, or 905 Damage

Explorer
May 08, 2014
92
Nathaniel OgreBlad... on Jul 27, 2014 wrote:
Here are some more of my spell ideas. These are all Astral and Balance spells:

Lighten Charm
Enchant
0 Pips
Changes one negative charm into a positive charm that can be used on friends

Darken Charm
Enchant
0 Pips
Changes one positive charm into a negative charm that can be used on enemies

Lighten Ward
Enchant
0 Pips
Changes one negative ward into a positive ward that can be used on friends

Darken Ward
Enchant
0 Pips
Changes one positive ward into a negative ward that can be used on enemies

Torment
Enchant
0 Pips
Changes damage to Damage over Time (3 rounds) (Spells that already do Damage over Time obviously can't be enchanted with this)

Mirror Spell

6 Pips
Uses the same spell that the target last cast.

Aura of Balance/Fire/Ice/Storm/Death/Myth/Life
Aura
4 Pips
Allows power pips to be used for the respective school (Aura of Balance allows power pips to be used with Balance spells, Aura of Fire allows power pips to be used with Fire spells, etc.) for 4 rounds, but you will not be able to use power pips for your own school. You can't train your own school's aura.

Strengthen Shield
Enchant
0 Pips
+10% to one positive ward

Enhance Weakness
Enchant
0 Pips
+10% to one negative charm

Mega Empowerment
Aura
1 Pip
Gain a Power Pip from Incoming spells ranked 6+

Astral Blast

4 Pips
440, 485 , or 525 Damage
Universal Blast

8 Pips
715, 830, 1,000, 760, 770, 785, 755, 825, 890, or 905 Damage
I like the ideas especially the aura that acts like a mastery amulet.

Though the universal blast is a bit much

Defender
Nov 12, 2013
108
It all sounds awesome! But they would have to increase the no. of cards in deck to like 80 lol

Mastermind
Dec 05, 2012
393
good idea because this would be like a big thing for balance and astral.

Survivor
Jun 25, 2014
4
To be honest you went way way WAY to far with thd universal blast but other than that Great

Survivor
Jan 20, 2009
20
this all sounds great but the universal blast how about it does one of those and each one does 850 and it shouldn't be that overkill like all of those unless it can be only used on a boss or it can be you can only get it as a treasure card and the only way to get it is in khrysalis.