So today was my day off and I decided I had nothing better to do than think about Wizard101. I had this idea come to me and I think it's pretty cool and I want to know what other people think.
So here goes, what if there were shadow school spells that were tuned to enhance the powers of the other schools?
I'm not talking about shadow pip attack spells I'm talking about a transformation like Shadow Sentinel, Seraph, or Shrike but one that is tuned for a specific school like .
I had some ideas about what theses transformations might do and what they would be called. I tried to tailor them to all-around use, both in pvp ad pve. I'm not going to include exact numbers since I'm not a big-time player and thus I couldn't speak for these being perfectly balanced with or without the numbers.
Basically, I had the idea of what if wizards could take on the shadowy form of an aspect or creature related to their school? So because of that, I tried to keep an epic and mysterious vibe in mind. A spell that's at the edge of power becoming its own master, where the only question is do you have the will to command it?
Given the nature of the current endgame and the difficulty of some bosses and mobs, I wanted these to be spells worth chasing and maybe help even the playing field (especially for the solo players out there). I also wanted to work in the spell writing system. So what if these spells didn't start off with all the aforementioned 'perks' and rather these extra 'perks' could be acquired over time through the Spell Writing system?
Keep this in mind though: these spells would most likely be accessible to high level endgame players. Tell me what you guys think and whether they'd work with in-game strategies.
Anyway, let's get to the good stuff. I tried to take into consideration each school's most notable features and apply the buffs and drawbacks as necessary.
Fire: Shadow of the Dragon
Fire School Only Cost 1 shadow pip (Adds additional shadow pip cost for every Perk added, so would cost 3 shadow pip for fully upgraded spell) Duration 4 rounds
Draconic Inferno: Greatly Increases All Outgoing DoT damage.
Exhaustion: Stunned After Transformation ends Triton's Bane: Vulnerable to Incoming Myth Damage
Myth: Shadow of the Monstrosity
Myth School Only Cost 1 Shadow Pip (Adds additional shadow pip cost for every Perk added) Duration 4 rounds
Monstrous Power: Greatly Increases Outgoing damage Perk 1: Monstrous Shriek: Outgoing attacks have a chance to stun targets Perk 2: Monstrous Rampage: Outgoing attacks have a chance to remove all positives from targets.
Drawbacks
Exhaustion: Stunned After Transformation Ends Monster Hunter: Vulnerable to Incoming Storm Damage
Life: Shadow of the Fey
Life School Only Cost 1 Shadow Pip (Adds additional shadow pip cost for every Perk added) Duration 4 rounds
Fey Vengeance: Healing Allies Greatly Increases Outgoing Damage (The more you heal the more damage you) Perk 1: Fey Mischief: Outgoing attacks have a chance to change a target's positives to negatives Perk 2: Fey Enchantment: Outgoing attacks have a chance to beguiled targets, beguiled targets attack each other (Note does not work on Allies so healing spells and other positives won't beguile allies)
Drawbacks
Engrossment: Lowers Accuracy Fey Bane: Vulnerable to Incoming Death Damage
Death: Shadow of the Lich Death School Only Cost 1 Shadow Pip (Adds additional shadow pip cost for every Perk added) Duration 4 rounds
Lich's Drain: Increases Outgoing damage on all Health Draining Spells (e.i. Vampire, wraith etc...) Perk 1: Lich's Blight: DoT spells last an extra round Perk 2: Lich's Phylactery: If the caster is defeated, the spell ends but the caster is restored to 20% health
Drawbacks:
Banishing Light: Incoming Healing from sources other than Death spells have the opposite effect (so they do damage instead of heal) Lich's Bane: Vulnerable to incoming Life damage
Balance: 7th Shade
Balance School Only Cost 1 Shadow Pip (Adds additional shadow pip cost for every Perk added) Duration 4 rounds
Dark Magic: Greatly Increases the effects of all positive effect spells (more powerful charms, wards, heals, etc...) Perk 1: Dark Power: Increases All Outgoing Damage Perk 2: Dark Vigor: Gain an Extra pip every round (so instead of getting one pip/ power pip each round you'd get two) Drawbacks Mana Burn: All unexpended pips are lost when the spell ends Exhaustion: Stunned when transformation ends
So that's everything I could think of. Tell me what you guys think of these. Could these actually work? Or would thy completely destroy the game? I'd love to hear some feedback, no nastiness, we're all humans here, please be civil. Thanks!
An interesting set of ideas. Though I'm not sure if boosting specific kinds of damage spells would work well.
Boosting the damage of specific spell types is basically what keeps the Fire and Storm spell from doing the same thing.
It's also meant to cater to each school's play style and unique features.
For example, Fire by far has the most DoT, and AOE spells when it comes to attacking its hard for any Fire Wizard not to cast an attack spell that isn't either a DoT, AOE, or both. Thus most Fire School playstyles would benefit from a spell that boosted Dot and AOE damage.
While on the other hand, Storm tends is a bit more of a finesse fighter. Focusing on hard-hitting single-target spells for most part. Storm only has 3 attacking AOE spells, however, those AOE spells are commonly used in most Storm decks. But the low accuracy can be a pain for some, so accuracy boost would be a welcome help no?