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Cool Secondary School Ideas

AuthorMessage
Mastermind
Oct 11, 2009
327
Okay, heere is where to post cool secondary school ideas that probably won't be considered. There are gonna be Astral schools right? Here are some cool ideas of mine:

Environmental Schools

-Water School

-Earth School

-Wind School

-Plant School

Animal Schools

-Mammal School

-Insect School

-Bird School

-Fish School

-Reptile and Amphibian School

POST YOUR IDEAS HERE!


Champion
Jan 27, 2009
489
Water and wind = Storm
Plant and Earth = Life
And we already use all different types of animals in our spells. I think the 3 extra schools in Celestia are enough.

Delver
Sep 20, 2009
275
I love your ideas but Plant and Earth are kinda the same. Anyway the new Astral Schools are Sun Moon and Star. Since not a lot of ppl posted any replies i think will put my school ideas.

Enviormental Schools: Concentration
Water:Healing self and others (another school like Life)
Earth:Boosting Attacks and Accuracy
Air:Making attacks more interesting

Spiral Schools: Concentration
Space:Controling the WHole Dueling Ring
Time:Controling enemies

Earthly Schools: Concentration
Darkness:Controling enemies and sacrificing for health
Light:Controling enemies and Deafeating enemies for health

Hope you liked them!

Mastermind
Oct 11, 2009
327
thunderbird120 wrote:
Water and wind = Storm
Plant and Earth = Life
And we already use all different types of animals in our spells. I think the 3 extra schools in Celestia are enough.


Dude, I know. It's called imagination.

Mastermind
Sep 11, 2010
369
The ideas aren't bad, as it is, but they are just... already in the game. Case in point for the suggestions:

"Water:Healing self and others (another school like Life)" - it IS life. We don't need two healing schools, as we are all working together and there's no case of "factions" so far between the various schools.

"Earth:Boosting Attacks and Accuracy" - sounds like a support-geared Balance wizard. Or your own blades+accuracy boosts...

"Air:Making attacks more interesting" - way too vague description to be useful. "more interesting" in what way? Mutations - because we already have that with the new Celestia schools.

"Spiral Schools: Concentration" - Again, vague description. Extra damage or something? We got blade spells for that.

"Space:Controling the WHole Dueling Ring" - that's called Auras. Time of Legends, Wyldfire, Blizzard, stuff like that.

"Time:Controling enemies" - that is the only suggestion I find would be interesting and not a copy of something already in the game. However, it would be very difficult to balance against the rest of the game.

"Earthly Schools: Concentration" - already stated with Spiral School.

"Darkness:Controling enemies and sacrificing for health" - That would be the Death school.

"Light:Controling enemies and Deafeating enemies for health " - Death School, again. Their spells allow them to drain health for healing.

Generally, the various schools should overlap a bit, but not outright be able to take over for one another. Each school in the Spiral so far has its strenghts and specialization, and no other school is anywhere near as capable of preforming the special tasks. Life can heal others; Ice has high health and specialises in surviving; Fire does damage over multiple rounds; Death heals themselves by dealing damage; Balance handles buffs, shields and traps; Myth summons minions and creatures to aid; and Storm has incredibly high damage at the cost of accuracy.

The new schools, likewise, have their specialties that don't interfere with that of the other schools; Moon handles transformations of the player character; Sun mutates spells into different elements; and Star adds miniature auras to the caster.

If you design a new school, it is important that they will have their own specialties and usefulness that they will not share with any other class. After all - part of the fun of Wizard101 is that each class needs a different playstyle.

Delver
Sep 20, 2009
275
Bookshelvings wrote:
The ideas aren't bad, as it is, but they are just... already in the game. Case in point for the suggestions:

"Water:Healing self and others (another school like Life)" - it IS life. We don't need two healing schools, as we are all working together and there's no case of "factions" so far between the various schools.

"Earth:Boosting Attacks and Accuracy" - sounds like a support-geared Balance wizard. Or your own blades+accuracy boosts...

"Air:Making attacks more interesting" - way too vague description to be useful. "more interesting" in what way? Mutations - because we already have that with the new Celestia schools.

"Spiral Schools: Concentration" - Again, vague description. Extra damage or something? We got blade spells for that.

"Space:Controling the WHole Dueling Ring" - that's called Auras. Time of Legends, Wyldfire, Blizzard, stuff like that.

"Time:Controling enemies" - that is the only suggestion I find would be interesting and not a copy of something already in the game. However, it would be very difficult to balance against the rest of the game.

"Earthly Schools: Concentration" - already stated with Spiral School.

"Darkness:Controling enemies and sacrificing for health" - That would be the Death school.

"Light:Controling enemies and Deafeating enemies for health " - Death School, again. Their spells allow them to drain health for healing.

Generally, the various schools should overlap a bit, but not outright be able to take over for one another. Each school in the Spiral so far has its strenghts and specialization, and no other school is anywhere near as capable of preforming the special tasks. Life can heal others; Ice has high health and specialises in surviving; Fire does damage over multiple rounds; Death heals themselves by dealing damage; Balance handles buffs, shields and traps; Myth summons minions and creatures to aid; and Storm has incredibly high damage at the cost of accuracy.

The new schools, likewise, have their specialties that don't interfere with that of the other schools; Moon handles transformations of the player character; Sun mutates spells into different elements; and Star adds miniature auras to the caster.

If you design a new school, it is important that they will have their own specialties and usefulness that they will not share with any other class. After all - part of the fun of Wizard101 is that each class needs a different playstyle.


......... :-( :-( :-( I just don't get it. And i never will. Nobody gets me. I heard from a famous current author that always said "Nothing, Is Impossible" Special Thanks to Diana S. Zimmerman, Author of the Clabiyau Adventures. She opened a new door in my life. A door filled with IMAGINATION POSSIBLITES and endless KNOWLEDGE. Now you know why i created these schools? This is the only place i can actually express my inner self. My friends call me obsessed to wizards and yea i am. I created these schools to help people make ideas of their own. No need for harsh words and unreasonably bad comments. The first time i did this was with a power point. I have way for ideas. Here they are.

Enviremental Schools:Concentration
Water
Tied to the School of Ice this school helps all friends gain health defend and attack. This secondary school i made was for the new world Celestia.

Rock
Stuck between Balance and Ice, this school takes power from the spiral particles freezes them and turns them into solid earth. Rock boosts attacks and gives player's with low attacks higher power.

Air
Flowing beside Storm this school has high accuracy but can change spells. They can change the type of spells such as Damage Spell-Global Spell. Or change the damage such as 200-400. Or even change the pips accuracy and even school. This school does not help cheat but helps gain the upper hand in battling monsters that cheat such as Briskbreeze Tower monsters.

Spiral Schools: Concentration
Space
This ancient lost school floats alone next to it's sister school, Time. This art floats away from the other magical arts drawing power from all of them. Space spells help you gain the upper hand in battles by boosting Attacks Accuracy Defenses. Much like the Star School it also uses Aura Spells. But these Aura Spells come from the Universe and beyond not just from the heart.

Time
This ancient lost school floats next to its sister school Space. This art perticulary draws power from the Solar and Lunar schools. Since time passes from Dawn to Morning to Noon to Afternoon to Night and all over again. This school control rounds inside the Sparing Ring. You can speed up the duel by a few rounds, but in this process when you have a say Fire Elf damage around you, you wont take damage! If ou can speed rounds up for 3 rounds you wont take the 210 damage for Fire Elf! And if you have a Life overtime Healing spell it will work! You can also slow down rounds. As in stopping a certain number of rounds.

Now i hope you understand.

Defender
Jul 15, 2009
132
I just don't get it. And i never will.

The point of a Discussion board is to, well... Discuss things.
While it can, does, and should be a sounding board for new ideas, part of the role of these discussions is to enable criticism.

Despite what you have heard, Criticism is good for you. It serves to point out any logical errors you may have missed, demonstrate weak points that require clarification in your presentation, and in general helps refine the creative process.

While creating further new schools is in itself not a bad exercise in creativity, part of the inherit value of an entirely new school would be to create something that is not available via the school system set up now, and does not upset the game balance unduly.

I am afraid I am having difficulty with your suggested schools, mostly because, due to the fact that they do not provide specifics on how they work, they appear to either copy preexisting schools, or unbalance game play unduly.

What I would like to see: How would your schools effect play? Would the cards be enchantments, like the sun and star schools? Area of effect spells like Balefrost, and the like? What would be the spell costs? The accuracy? Would they be one-round spells, or effect over time spells, like the star school?
What level would the spells be available at? What rank would they be?

On a side note:
"Time:Controling enemies" - that is the only suggestion I find would be interesting and not a copy of something already in the game. However, it would be very difficult to balance against the rest of the game.

We do not see this used often, but this sounds a lot like Death's Beguile, Ice's Taunt, and both Ice and Storm's stun abilities at higher levels. You could also count Balance's Weakness, Fire's Smokescreen and Death's Infection/Doom and Gloom here with a bit of stretch.

Champion
Apr 18, 2010
403
willwolf64 wrote:
thunderbird120 wrote:
Water and wind = Storm
Plant and Earth = Life
And we already use all different types of animals in our spells. I think the 3 extra schools in Celestia are enough.


Dude, I know. It's called imagination.


Good point, there just ideas.

Champion
Mar 19, 2009
429
willwolf64 wrote:
Okay, heere is where to post cool secondary school ideas that probably won't be considered. There are gonna be Astral schools right? Here are some cool ideas of mine:

Environmental Schools

-Water School

-Earth School

-Wind School

-Plant School

Animal Schools

-Mammal School

-Insect School

-Bird School

-Fish School

-Reptile and Amphibian School

POST YOUR IDEAS HERE!


Good idea but it needs a world to fit them in.

Explorer
Feb 08, 2009
96
Ok heres the deal, if some one posts an idea you dont go on message boards just to shoot the ideas down ok?

Thats just wrong like some one else said its called IMAGINATION

USE IT!!!!!!!

Gosh, if you think about it, you could have animal schools you would morph into the animal and do what the spell says, air making spells more intresting its not vague you just need to think-i could see it being like the sun school but it changes some of the aspeccts of the spell, not just damage,pips, and accuracy, maybe like what teh added effects are?

Space controlling the whole dueling ring-I guess you could say that like certain spell would ban certain spells from the battle, E,X: Unchangeable-it doesnt allow spells that change accuracy or damage, see not that hard people.

Earth could be boosting buffs ever think of that, like your fighting a boss and you just wished your blade gave a little more you could use a spell like idk stormy night-makes storm buffs 10percent more so a 30 storm blade becomes a 40 stormblade.

Water it could be like auras around one or more people that block certain effects, like water wall could stop accuracy,damage, changes from being casted on 2 people. if it healed it could be Holy Water or something that heals 50 more to all heals for 3 turns.

Time-could stop spells from happening and take over an opponent for an amount of turns.