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Spell Ideas: 120+ levels

AuthorMessage
Survivor
Aug 19, 2014
36
Would require 6 pips and 2 pips or 7 pips and 1pip. I also made some new game mechanics.
1- Multi Hit: Attack a single enemy, then deal a different amount to all.
2- Extra pip affects: Added affect is based on amount of pips left over after spell is casted, but does not use the pips. I can explain if needed.
3- Ensnare: like stuns, except not affected by stun block/immune.

Here they are, three for each school. Reply if damage needs to be adjusted.


Colossal Slime
1005-1205 to all, ensnare for two rounds (enemies would appear covered in goo)
Blade Master
2000-2150, +5% blade to all allies for every extra pip
Lidon
275



Scroll Master
2260-2680, -15% weakness to all for every extra pip
Flaming Ethereal
850+2760 over 6 rounds
Dragonborn
1200, 775+1000 over three rounds to all


Valkyrie
2650-2870, +10% storm blade for every extra pip
Battalion Blitz
1590-1700 to all, remove/steal positive charms
Mighty Kahuna
1900 to all, +20% storm trap to all


Snow Queen
1150-1420, steal all shields
Troglo-Bite
1435-1620, -15% shield for every extra pip
Heck's Snowball
120+850 over three rounds, 920-1000 to all


Baby Dragon

Sagittarius
1750-2080, ensnare for three rounds (in vines)
Hand of Gaea
Heal 2200 to all, 200 absorb for every extra pip


Lich King
1800 steal, -90% weakness
Opticolossus
1700-1950, +30% trap and +5% trap to self for every extra pip
Skull-Crusher
1875-2200, -20% infection for every extra pip to all


Gargantuan
2180-2310, summon giant minion
Pit of Terror
1660 to all, -15% accuracy for every extra pip to all
Elder Dragon
1500 to all, remove all shields to all

Please reply with suggestions of your own, or how you think affects or damage should be adjusted. Thanks