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Spell ideas: Globals and Sun enchants

AuthorMessage
Defender
May 16, 2009
104
Yay! Another spell idea thread! Please leave your thoughts and opinions!
Obtained by: School Specific quest.

Global Spells:
Inferno - 2 pips, Damage over Time and Healing over Time last double the normal rounds.
Frostbitten - 2 pips, stuns no longer leave shields automatically while this global is in play. You can still place your own stun shields.
* Overcharge (Version 1) - 2 pips, dealing damage to an opponent gives you 1 pip. (Power pip left to chance)
* Overcharge (Version 2) - 2 pips, spells cost 2 pips less to cast.
Natural Law - 2 pips, Prevents the enchantment of cards during battle. Enchanted cards no longer work and revert to the base spell.
Inverted Reality - 2 pips, Critical Block and Critical Ratings are switched.
Righteous Fantasy - 2 pips, all attacks can hit twice, with the second hit's damage halved. Spells that already hit twice (Ex. Minotaur, Orthrus) are unaffected.
Complete Equality - 2 pips, blades will activate no matter what the blade type is and what the spell type is. Shields and traps work the same.
*I have two versions because I couldn't decide which one was better, so I put both.

Enchants:
Dazzle - 0 pip, enchants an attack. Adds "Stun for one round" to spell.
Shine - 0 pip, enchants an attack. Adds "gives -30% accuracy" to spell.
Exploit Weakness - 0 pip, enchants an attack. Adds "gives -15% attack" to spell.
Foul Gift - 0 pip, enchants an attack. Adds "Gives +20% attack" to spell.
Blunt - 0 pip, enchant an attack. Adds "Gives -10% pierce" to spell.
Guiding Spirit - 0 pip, enchants a heal. Adds "Gives Absorb 100 damage" to spell.
Thief - 0 pip, enchants an attack. Adds "Steal 2 pips from target" to spell.