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What would you add?

AuthorMessage
Armiger
May 10, 2010
2080
If you could add a spell to each school, what would it be?

How many pips?
Would it boost, do damage, or heal?
What animation would it have?

I am not asking about rank 9 spells, we are talking about 8 and below!

Historian
May 28, 2009
653
darthjt wrote:
If you could add a spell to each school, what would it be?

How many pips?
Would it boost, do damage, or heal?
What animation would it have?

I am not asking about rank 9 spells, we are talking about 8 and below!


Well, I will add: Colliding Fusion: Mutation spells that mutates elemental and spiritual together (Myth with storm, life with fire). A sun spell, 0 pips ; Equilibration: 25% *fist* more damages to all Balance spells; Blackhole: Dispel next out going Astral spell. 4 pips;

Well, that's all!

Colin LegendGem level 54 Myth. " Power of the Mind vaporizes no dream, yet vanquishes nightmares "

Squire
Aug 12, 2009
593
darthjt wrote:
If you could add a spell to each school, what would it be?

How many pips?
Would it boost, do damage, or heal?
What animation would it have?

I am not asking about rank 9 spells, we are talking about 8 and below!

Let's see...
Fire:
Infuse
2 Pip
Combine all charms on target player into 1 Generic Charm

Ice:
Fortify
2 Pip
Combine all wards on target player into 1 Generic Ward

Storm:
Pressurize
2 Pip
Inflict 180 Storm Damage, +25% next Storm damage, Stun all opposing enemies

Balance:
Concentrate
4 Pip
Double the effect of all Positive Charms on all Allies

Myth:
Doppleganger
X Pip
Summon Doppleganger Minion (target 1 Opposing Enemy, Cost = Enemy Rank, Elite +1, Boss +2)

Death:
Cerberus
8 Pip
Inflict 50 + 150 death damage + 500 Death Sap, convert half to health

Life:
Supreme Blessing
8 Pip
Heal 100 + 2,400 / 3 Rounds all allies

Sun:
Mutate Tower
0 Pip
Mutate Tower Shield into Mirror Shield

Mirror Shield
4 Pip
Reflect next incoming Damage/Sap spell at Opponent.

Moon:
Polymorph Samoorai
0 Pip
Polymorph into Myth Samoorai for 6 Rounds

Star:
Greater Blessing
0 Pip
+25% Outgoing & Incoming Heal for 4 Rounds

Defender
Sep 18, 2009
181
I am not very creative, so I would just like to see a prism spell for Balance so they can use something a bit stronger than Spectral Blast against a balance foe. Especially since most balance foes use Elemental shield prolifically. I suppose the opposite of balance would be Chaos?

Astrologist
Aug 21, 2009
1205
Johnist wrote:
darthjt wrote:
If you could add a spell to each school, what would it be?

How many pips?
Would it boost, do damage, or heal?
What animation would it have?

I am not asking about rank 9 spells, we are talking about 8 and below!

Let's see...
Fire:
Infuse
2 Pip
Combine all charms on target player into 1 Generic Charm

Ice:
Fortify
2 Pip
Combine all wards on target player into 1 Generic Ward

Storm:
Pressurize
2 Pip
Inflict 180 Storm Damage, +25% next Storm damage, Stun all opposing enemies

Balance:
Concentrate
4 Pip
Double the effect of all Positive Charms on all Allies

Myth:
Doppleganger
X Pip
Summon Doppleganger Minion (target 1 Opposing Enemy, Cost = Enemy Rank, Elite +1, Boss +2)

Death:
Cerberus
8 Pip
Inflict 50 + 150 death damage + 500 Death Sap, convert half to health

Life:
Supreme Blessing
8 Pip
Heal 100 + 2,400 / 3 Rounds all allies

Sun:
Mutate Tower
0 Pip
Mutate Tower Shield into Mirror Shield

Mirror Shield
4 Pip
Reflect next incoming Damage/Sap spell at Opponent.

Moon:
Polymorph Samoorai
0 Pip
Polymorph into Myth Samoorai for 6 Rounds

Star:
Greater Blessing
0 Pip
+25% Outgoing & Incoming Heal for 4 Rounds


I'd definitely quit the game... I prefer playing as storm and letting other schools fuse their charms heavily surpassing storm's damage is a game killer for me

Squire
Aug 12, 2009
593
seasnake wrote:
Johnist wrote:
darthjt wrote:
If you could add a spell to each school, what would it be?

How many pips?
Would it boost, do damage, or heal?
What animation would it have?

I am not asking about rank 9 spells, we are talking about 8 and below!

Let's see...
Fire:
Infuse
2 Pip
Combine all charms on target player into 1 Generic Charm

Ice:
Fortify
2 Pip
Combine all wards on target player into 1 Generic Ward

Storm:
Pressurize
2 Pip
Inflict 180 Storm Damage, +25% next Storm damage, Stun all opposing enemies

Balance:
Concentrate
4 Pip
Double the effect of all Positive Charms on all Allies

Myth:
Doppleganger
X Pip
Summon Doppleganger Minion (target 1 Opposing Enemy, Cost = Enemy Rank, Elite +1, Boss +2)

Death:
Cerberus
8 Pip
Inflict 50 + 150 death damage + 500 Death Sap, convert half to health

Life:
Supreme Blessing
8 Pip
Heal 100 + 2,400 / 3 Rounds all allies

Sun:
Mutate Tower
0 Pip
Mutate Tower Shield into Mirror Shield

Mirror Shield
4 Pip
Reflect next incoming Damage/Sap spell at Opponent.

Moon:
Polymorph Samoorai
0 Pip
Polymorph into Myth Samoorai for 6 Rounds

Star:
Greater Blessing
0 Pip
+25% Outgoing & Incoming Heal for 4 Rounds


I'd definitely quit the game... I prefer playing as storm and letting other schools fuse their charms heavily surpassing storm's damage is a game killer for me


okay, so if I changed Infuse, Fortify, and Pressurize would you like them better?

Fire:
Infuse
2 Pip
+50% next Fire spell all Allies

Ice:
Fortify
2 Pip
Duplicate all Positive Wards (Shields & Absorbs) on target ally

Storm:
Pressurize
2 Pip
Combine all Negative Wards into 1 Generic Negative Ward on Target Enemy

How's that?

Defender
Jul 10, 2009
115
Johnist wrote:
darthjt wrote:
If you could add a spell to each school, what would it be?

How many pips?
Would it boost, do damage, or heal?
What animation would it have?

I am not asking about rank 9 spells, we are talking about 8 and below!

Let's see...
Fire:
Infuse
2 Pip
Combine all charms on target player into 1 Generic Charm

Ice:
Fortify
2 Pip
Combine all wards on target player into 1 Generic Ward

Storm:
Pressurize
2 Pip
Inflict 180 Storm Damage, +25% next Storm damage, Stun all opposing enemies

Balance:
Concentrate
4 Pip
Double the effect of all Positive Charms on all Allies

Myth:
Doppleganger
X Pip
Summon Doppleganger Minion (target 1 Opposing Enemy, Cost = Enemy Rank, Elite +1, Boss +2)

Death:
Cerberus
8 Pip
Inflict 50 + 150 death damage + 500 Death Sap, convert half to health

Life:
Supreme Blessing
8 Pip
Heal 100 + 2,400 / 3 Rounds all allies

Sun:
Mutate Tower
0 Pip
Mutate Tower Shield into Mirror Shield

Mirror Shield
4 Pip
Reflect next incoming Damage/Sap spell at Opponent.

Moon:
Polymorph Samoorai
0 Pip
Polymorph into Myth Samoorai for 6 Rounds

Star:
Greater Blessing
0 Pip
+25% Outgoing & Incoming Heal for 4 Rounds
but there already is a spell called forify

-Blaze Duskstone Legendary conjurer

Armiger
May 10, 2010
2080
Ok, first off, I want to add a few things here!

A Convert Charm! All schools get a convert charm for 1 pip!
It will convert next attack to opposite school!

Even will work for Balance, where it will change Fire/Ice/Storm to Spirit of
Life/Death/Myth - How nice that would be for Balance!

Fire:
Firestorm: 1 pip Trap all, +20% fire damage to all enemies

Ice:
Chill: 2 pip Trap, +30% ice damage to next 3 attacks

Storm:
Vampire Bats: 4 pip attack 100 + 300/3 rounds & does 50 + 150/3 heal

Life:
Roots: 6 pip heal 200 + 300/3 rounds to all friends

Death:
Feint Master: 2 pip trap +70% damage to next 3 attacks & 70% to self

Myth:
Wolf: 6 pip attack 500 damage & gives back 1/2 to health

Squire
Aug 12, 2009
593
niyadjahan wrote:
but there already is a spell called forify

-Blaze Duskstone Legendary conjurer

Fine then Fortification.

Adherent
Mar 18, 2009
2728
I would add a mutate spell for every school's minion. The mutate spell would increase base hitpoints and increase spell output (not strategies) to compete with higher tier content. They would probably need to be level capped to prevent mutating at level 28.

I don't think Myth would require this type of spell, considering they should get new minions consistently (every other expansion or so).

Defender
May 21, 2011
104
can it be for lvl 65?
well this is mine for lvl 65 storm:
first there is just a glowing purple speck in the middle of the arena thing then it explodes reveling a mad wolf with electricty and lightning coming out of it fur, it charges at all of the enemeys giving then four stunns and is 1900 damage.