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New level 100 astral spell ideas!

AuthorMessage
Explorer
Jul 15, 2012
94
Well then, the new level 100 world has been confirmed, so why not add some good ol' astral spells to get the engine running? Here are my ideas for the new astral spells that you might get in level 100. (any relations to threads with the same topic are unintentional.

First up, spells, good ol' enchantments: Here are my ideas:
Gigantaur: +300 and +10% critical chance to one spell

Scoped: +40% accuracy, and +25 armor piercing to a spell

Red Giant: Any of the star spell's ability is doubled (empowerment gives 2 pips, amplify does +30% damage, etc)(X1, like reshuffle, and only 4 can go on deck at one time)

Everlasting Phase: Makes a polymorph go for 3 more turns than usual

Next, my personal favorite school, the school. The ideas shall be:
Magnetic Field (red giant would bump up turns from 2 to 4): Makes you "immune" to everything around you, for example any blades, bubbles or traps on you would not work under it, just making the attack do regular damage (same goes with your resist,shields,etc) (Costs 2 pips to cast)(No PVP).

Absorbent: Absorbs 500 damage to the wizard cast on, lasts for 10 turns or until the 500 damage is done.(Costs 4 pips)

Light-speed: Makes the wizard cast on always go first for the 4 turns its on. (Costs 2 pips to cast).(Has a 30% accuracy in PVP, 80% in PVE)

And now, the elusive school, allowing players to change shapes since 197- wait what? Anyways, here are my personal ideas for polymorphs.
Badger: A polymorph, knows every life spell up to forest lord, along with sword slice, and righteous charge. Lasts for 6 turns.

Malistare: The "awesome" transformation, costs 12 pips to cast (power pips do work), and transforms you into the man himself for 4 turns, giving the caster his health, spells,and one of his minions (minion disappears after polymorph is over) (if there are enough combat circles left.) NO PVP.

Astral tour: Turns you into either a ,,or protector, giving you all its spells. (Lasts for 7 turns)

Well then, I hope you enjoyed my ideas, if you have any of your own, feel free to post them in the reply section!

Feedback is loved.

Robert Angleblade

Transcendent (LVL 76) Theurgist

Explorer
Apr 01, 2011
98
The new world has been confirmed? AWESOME!

Love your ideas, especially the ones for the star school spells!

Historian
Jul 18, 2010
602
Those are so cool!!! I would love to turn into malistaire would be the best polymorph !! I love the spells the most

Champion
Aug 20, 2010
403
Roberto Angleblade on Aug 27, 2013 wrote:
Well then, the new level 100 world has been confirmed, so why not add some good ol' astral spells to get the engine running? Here are my ideas for the new astral spells that you might get in level 100. (any relations to threads with the same topic are unintentional.

First up, spells, good ol' enchantments: Here are my ideas:
Gigantaur: +300 and +10% critical chance to one spell

Scoped: +40% accuracy, and +25 armor piercing to a spell

Red Giant: Any of the star spell's ability is doubled (empowerment gives 2 pips, amplify does +30% damage, etc)(X1, like reshuffle, and only 4 can go on deck at one time)

Everlasting Phase: Makes a polymorph go for 3 more turns than usual

Next, my personal favorite school, the school. The ideas shall be:
Magnetic Field (red giant would bump up turns from 2 to 4): Makes you "immune" to everything around you, for example any blades, bubbles or traps on you would not work under it, just making the attack do regular damage (same goes with your resist,shields,etc) (Costs 2 pips to cast)(No PVP).

Absorbent: Absorbs 500 damage to the wizard cast on, lasts for 10 turns or until the 500 damage is done.(Costs 4 pips)

Light-speed: Makes the wizard cast on always go first for the 4 turns its on. (Costs 2 pips to cast).(Has a 30% accuracy in PVP, 80% in PVE)

And now, the elusive school, allowing players to change shapes since 197- wait what? Anyways, here are my personal ideas for polymorphs.
Badger: A polymorph, knows every life spell up to forest lord, along with sword slice, and righteous charge. Lasts for 6 turns.

Malistare: The "awesome" transformation, costs 12 pips to cast (power pips do work), and transforms you into the man himself for 4 turns, giving the caster his health, spells,and one of his minions (minion disappears after polymorph is over) (if there are enough combat circles left.) NO PVP.

Astral tour: Turns you into either a ,,or protector, giving you all its spells. (Lasts for 7 turns)

Well then, I hope you enjoyed my ideas, if you have any of your own, feel free to post them in the reply section!

Feedback is loved.

Robert Angleblade

Transcendent (LVL 76) Theurgist
- So we go from +275 with colossal to +350 AND +10% critical chance? tone it down a bit, mostly thinking of pvp here.

I don't know much about the accuracy/pierce sun spells, but this is so OP I want it!

I don't understand why you want that to be a spell, you can't stack auras, and we are going to have some complaining in pvp with SUPERNOVA!

Half the people don't even use polymorphs! You might say don't train it then, save a training point, but that is not the problem. I personally hate polymorphs! The bad ones I hate because they bad and the good ones have 0 resist, or Boost, unless the opponent is attacking with the school of the polymorph (storm attacks polymorph pterodactyl). So this basically means, in pvp and even pve the enemies will have a huge! chance to kill the polymorpher when they have no resist, maybe even boost! Those polymorphs have low health! Zero resist! Dead! Why make a spell that kills you?

-I don't understand. And why spend that much pips for an aura spell? Because it is so good! You might say? If it is that good, maybe it is too OP for pvp.

I like it! But, problem. It is zero pips I assume, so that means the castor can keep spamming that! If it isn't zero pips, why not make it a ward, we already have one.

I love it. I DO NOT want to complain about this. Watch out though, other people will in pvp.


- Skipping to malistaire. So you get 10 000 health for 4 rounds. You also get a minion? Or do you mean the Azteca malistaire the undying, where YOU ARE IMMUNE TO EVERYTHING!?! You are more focused around PVE, but there are dangers in pvp, and if you say ban those from pvp, that's no fun.

I don't understand the Astral tour.

Explorer
Jul 15, 2012
94
Update: I toned down the Gigantaur a, ahem, BIT. Well, I had to include an enchantment to every astral spells, cause I know of some people that use it. I have made absorbent 4 pips. On the malistare polymorph, I tried to balance the goods and bads, it only goes for four turns, and it is the DS malistare, being immune to everything would indeed be op. I made it no pvp, because then no matter how much I nerfed it, it would be OP. I made it so you only get one of his minions, the minions only last until your polymorph goes away. Yes, magnetic field too OP for pvp, I was really sleepy when I wrote this, I will change it. Astral tour basically just turns you into one of those enemies from celestia .

Robert Angleblade
Transcendent (LVL 76) Theurgist