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New spells for after Khrysalis

AuthorMessage
Defender
Jan 03, 2013
146
Fire: Blazing Phantasma (Fiery Dark Magician creature)
1100 + 500 over 3 rounds for one target, also becomes stunned two rounds

Storm: Electrical Cyclone
1100 to all opponents, add a weakness of 50 percent and a infection 50 percent

Ice: FlashCold (Cool mirror that shoots a hologram of a bright ghostly claw swiping the opponent)
1350 to one target, add a 40 percent blade to self and a trap to the opponent 25 percent

Myth: Trank! (A General-like Elephant in a Tank)
1400 to one target, stun for two rounds like medusa, add weakness 35 percent

Life: Land Slugger (Slug like creature with arms and body like the Cat Thug)
1275 to one opponent, drains 3/4 health back to player

Death: Silent Swipe (Based off the Cat from the Wysteria Tournament)
1050 to all opponents, drain 1/2 to yourself and then split an additional 1/4 to allies. (Counter act to Rebirth which is greatly needed.)

Balance: Drragna (Balance Dragon that shoots from the sands and shoots a beam of light at the foe)
1350 to opponent, weakness 75 percent, dispel next spell

All spells are for 12 pips.

Additional loremaster spells:

Katten (Adorable cat thrown out of a vortex, then turns into a vicious attacking monster cat) (Myth, 6 pips)
550 to all opponents, stun for one round.

Penguin Shuffle (Penguins sliding down an arctic slide and slapping the opponent) (Ice, 6 pips)
700 to one opponent, loss of two pips

Dead Ahoy! (Based off the dead looking pirate from Celestia) (Death, 6 pips)
400 and force opponents next turn to be skipped

Survivor
Dec 20, 2010
31
KaneDeathBringer23... on Jan 13, 2014 wrote:
Fire: Blazing Phantasma (Fiery Dark Magician creature)
1100 + 500 over 3 rounds for one target, also becomes stunned two rounds

Storm: Electrical Cyclone
1100 to all opponents, add a weakness of 50 percent and a infection 50 percent

Ice: FlashCold (Cool mirror that shoots a hologram of a bright ghostly claw swiping the opponent)
1350 to one target, add a 40 percent blade to self and a trap to the opponent 25 percent

Myth: Trank! (A General-like Elephant in a Tank)
1400 to one target, stun for two rounds like medusa, add weakness 35 percent

Life: Land Slugger (Slug like creature with arms and body like the Cat Thug)
1275 to one opponent, drains 3/4 health back to player

Death: Silent Swipe (Based off the Cat from the Wysteria Tournament)
1050 to all opponents, drain 1/2 to yourself and then split an additional 1/4 to allies. (Counter act to Rebirth which is greatly needed.)

Balance: Drragna (Balance Dragon that shoots from the sands and shoots a beam of light at the foe)
1350 to opponent, weakness 75 percent, dispel next spell

All spells are for 12 pips.

Additional loremaster spells:

Katten (Adorable cat thrown out of a vortex, then turns into a vicious attacking monster cat) (Myth, 6 pips)
550 to all opponents, stun for one round.

Penguin Shuffle (Penguins sliding down an arctic slide and slapping the opponent) (Ice, 6 pips)
700 to one opponent, loss of two pips

Dead Ahoy! (Based off the dead looking pirate from Celestia) (Death, 6 pips)
400 and force opponents next turn to be skipped
Geez someone has some ideas! That's good though.

Technically a stun for fire goes out of the point that its 'FIRE', fire singes, burns, and kills it does not stun.
Weakness is a good idea, but infection?
Ice is actually OK.
perhaps change it to a aoe(all of enemy, attack)
It does what death does drains! No. That disrupts the order of the game life cannot steal health only give.
Death is OK.
The balance one I just feel like its underpowered or something.

No comment for the loremaster spells.

Geographer
Apr 29, 2012
861
IceNinjaRichardG on Jan 14, 2014 wrote:
Geez someone has some ideas! That's good though.

Technically a stun for fire goes out of the point that its 'FIRE', fire singes, burns, and kills it does not stun.
Weakness is a good idea, but infection?
Ice is actually OK.
perhaps change it to a aoe(all of enemy, attack)
It does what death does drains! No. That disrupts the order of the game life cannot steal health only give.
Death is OK.
The balance one I just feel like its underpowered or something.

No comment for the loremaster spells.
Did you pay attention to Choke & King Artorius?
Myth needs another AoE, so I'm with you.
I agree again, life can't drain.

For the Loremaster spells, they need to remain 4-5 pips, not 6.