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Spellcraft's Emporium

AuthorMessage
Survivor
Feb 06, 2010
26
I love spells, and as a wizard you should* too.
So lets cut to the chase, This post is about spells and what YOU want to see in it.

DA RULES:
1} Name: Its important.
2} Pip: 1-14 (Excluding x pip spells due to the obvious math that's required)
3} Accuracy: Dependent on school of the spell, so yes School too.
:80%
:85%
:70%
:90% or :100%
:80%
:85%
4} Damage: IMPORTANT This will be a factor is Pip Cost!
1pip can NOT exceed more than 300 damage
Excluding random damage, Added benefits like "adds 50% All ward" will require pips dependent on effect.
a] Traps and Wards = +1 pip
b] Steal effects = +1 pip excluding life steal
c] Summons = +2 pips
d] D.o.t.s/H.o.t.s (damage over time / Heal over time) = +1 pip per 500 damage/
e] Mass Damage or effect = 2x pips
5} Shadow Pip: You can replace 5 pips for 1 shadow pip to a max of 3 shadow pips

And that's it... Confused? Don't blame ya, so let me start.

Name: Wiznet (Wizard Internet) Troll
Pip: 4
Shadow Pip: 2
Accuracy: 70%
Damage: 900 and 1500 over 3 rounds, and Steal 1 pip form all.

I would love to see what people come up with! See you in The Dorms.

Hero
May 07, 2015
724
Thomic Thunder on Mar 22, 2016 wrote:
I love spells, and as a wizard you should* too.
So lets cut to the chase, This post is about spells and what YOU want to see in it.

DA RULES:
1} Name: Its important.
2} Pip: 1-14 (Excluding x pip spells due to the obvious math that's required)
3} Accuracy: Dependent on school of the spell, so yes School too.
:80%
:85%
:70%
:90% or :100%
:80%
:85%
4} Damage: IMPORTANT This will be a factor is Pip Cost!
1pip can NOT exceed more than 300 damage
Excluding random damage, Added benefits like "adds 50% All ward" will require pips dependent on effect.
a] Traps and Wards = +1 pip
b] Steal effects = +1 pip excluding life steal
c] Summons = +2 pips
d] D.o.t.s/H.o.t.s (damage over time / Heal over time) = +1 pip per 500 damage/
e] Mass Damage or effect = 2x pips
5} Shadow Pip: You can replace 5 pips for 1 shadow pip to a max of 3 shadow pips

And that's it... Confused? Don't blame ya, so let me start.

Name: Wiznet (Wizard Internet) Troll
Pip: 4
Shadow Pip: 2
Accuracy: 70%
Damage: 900 and 1500 over 3 rounds, and Steal 1 pip form all.

I would love to see what people come up with! See you in The Dorms.
here's mine

name: wizard dragon

pip: 14

shadow pip: 3

accuracy: 80%

damage: 500 & 1000 to all and 500 overtime to all

Survivor
Feb 06, 2010
26
Thomic Thunder on Mar 22, 2016 wrote:
I love spells, and as a wizard you should* too.
So lets cut to the chase, This post is about spells and what YOU want to see in it.

DA RULES:
1} Name: Its important.
2} Pip: 1-14 (Excluding x pip spells due to the obvious math that's required)
3} Accuracy: Dependent on school of the spell, so yes School too.
:80%
:85%
:70%
:90% or :100%
:80%
:85%
4} Damage: IMPORTANT This will be a factor is Pip Cost!
1pip can NOT exceed more than 300 damage
Excluding random damage, Added benefits like "adds 50% All ward" will require pips dependent on effect.
a] Traps and Wards = +1 pip
b] Steal effects = +1 pip excluding life steal
c] Summons = +2 pips
d] D.o.t.s/H.o.t.s (damage over time / Heal over time) = +1 pip per 500 damage/
e] Mass Damage or effect = 2x pips
5} Shadow Pip: You can replace 5 pips for 1 shadow pip to a max of 3 shadow pips

And that's it... Confused? Don't blame ya, so let me start.

Name: Wiznet (Wizard Internet) Troll
Pip: 4
Shadow Pip: 2
Accuracy: 70%
Damage: 900 and 1500 over 3 rounds, and Steal 1 pip form all.

I would love to see what people come up with! See you in The Dorms.
. . . Wow, ok, I think another example is in order.

Name: Growing Taint
Pip: 6
Shadow Pip: 2
Accuracy: 85%
Damage: 1050-2100 and 50% as , Destroy 1 pip and summon Decaying Tentacle.

Name: Decaying Tentacle
Class:
Health: 1950
Resist:, ,
Spells: all life steals, all Damage->Buff/

I think some people my get confused when they see this.
1) This IS a life steal, but most spells I've seen per class is that RARELY are there damage that's DIFFERENT then the class, which is why I've made the spell, ever so slightly, cost more. (you can follow this idea or go your own way)
2) I'm counting "Destroy 1 pip" as a steal

Or my be confused at the post itself.
1) I think people, may/may not, be confused on how I calculate Shadow pips. Every 10 normal pips or 5 Power pips(dependent on class) = 1 Shadow pip
2) People my be confused at the "should*" part. We all have our favorites when it comes to spells (like me and Storm Shark spell), and those spells we just hate to be hit with ( Deer Knight to name just one).
3) I'm only 100% on Accuracy of LEARNED spells,witch I'm basing my accuracy on. Feel free to correct this in you own response, And don't feel bad quoting the post if you cant remember the rules.
4) You can have this as a Treasure Card version if you wish (just say it a TC or its enhanced).

Hope this clears up any confusion, Happy Crafting