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Pip Spells

AuthorMessage
Geographer
Nov 22, 2015
859
Pip Pig

The Pip Pig will either take 2, 4, or 6 pips from a select enemy (like the Wild Bolt but with pips) and give them to the caster. Then the Pip Pig will put a floating shield (looking like the damage over time ones) to all wizards that give them 1 extra pip for three rounds. So, instead of gaining 3 pips over three rounds, they'd gain 6 pips.

Sir Prize (Or 'Joker')

What Sir Prize does depends on the amount of pips you have when he is cast.

1 Pip (Balance): If Sir Prize is cast when the caster has 1 pip, he will give Balanceblades to all the wizards.

2 Pips (Ice): If Sir Prize is cast when the caster has 2 pips, he will give Tower Shields to all wizards.

3 Pips (Myth): If Sir Prize is cast when the caster has 3 pips, he will be summoned as a minion.

4 Pips (Death): If Sir Prize is cast when the caster has 3 pips, he will do 680 damage to all enemies and swap half to health for all wizards.

5 Pips (Life): If Sir Prize is cast when the caster has 5 pips, he will heal all wizards for 700.

6 Pips (Fire): If Sir Prize is cast when the caster has 6 pips, he will deal 580 damage over three rounds to all enemies.

7 Pips (Storm): If Sir Prize is cast when the caster has 7 pips, he will deal 900 damage to all enemies.

8+ Pips: An action will be randomly selected from above, but more powerful.

Thoughts or suggestions anyone?

Geographer
Apr 29, 2012
861
Fable Finder on Dec 26, 2015 wrote:
Pip Pig

The Pip Pig will either take 2, 4, or 6 pips from a select enemy (like the Wild Bolt but with pips) and give them to the caster. Then the Pip Pig will put a floating shield (looking like the damage over time ones) to all wizards that give them 1 extra pip for three rounds. So, instead of gaining 3 pips over three rounds, they'd gain 6 pips.

Sir Prize (Or 'Joker')

What Sir Prize does depends on the amount of pips you have when he is cast.

1 Pip (Balance): If Sir Prize is cast when the caster has 1 pip, he will give Balanceblades to all the wizards.

2 Pips (Ice): If Sir Prize is cast when the caster has 2 pips, he will give Tower Shields to all wizards.

3 Pips (Myth): If Sir Prize is cast when the caster has 3 pips, he will be summoned as a minion.

4 Pips (Death): If Sir Prize is cast when the caster has 3 pips, he will do 680 damage to all enemies and swap half to health for all wizards.

5 Pips (Life): If Sir Prize is cast when the caster has 5 pips, he will heal all wizards for 700.

6 Pips (Fire): If Sir Prize is cast when the caster has 6 pips, he will deal 580 damage over three rounds to all enemies.

7 Pips (Storm): If Sir Prize is cast when the caster has 7 pips, he will deal 900 damage to all enemies.

8+ Pips: An action will be randomly selected from above, but more powerful.

Thoughts or suggestions anyone?
The first one, I don't really understand; but it sounds OP as heck. And as for Sir Prize, it could be an interesting idea, but what school would it be? Why is 4 pips doing more than 6 pips ? Why is 5 pips healing more than Rebirth? What would the Minion look like? What stats? What spells?

All in all, these could be good, but they need a lot more answers than question.

Defender
Dec 31, 2014
118
Fable Finder on Dec 26, 2015 wrote:
Pip Pig

The Pip Pig will either take 2, 4, or 6 pips from a select enemy (like the Wild Bolt but with pips) and give them to the caster. Then the Pip Pig will put a floating shield (looking like the damage over time ones) to all wizards that give them 1 extra pip for three rounds. So, instead of gaining 3 pips over three rounds, they'd gain 6 pips.

Sir Prize (Or 'Joker')

What Sir Prize does depends on the amount of pips you have when he is cast.

1 Pip (Balance): If Sir Prize is cast when the caster has 1 pip, he will give Balanceblades to all the wizards.

2 Pips (Ice): If Sir Prize is cast when the caster has 2 pips, he will give Tower Shields to all wizards.

3 Pips (Myth): If Sir Prize is cast when the caster has 3 pips, he will be summoned as a minion.

4 Pips (Death): If Sir Prize is cast when the caster has 3 pips, he will do 680 damage to all enemies and swap half to health for all wizards.

5 Pips (Life): If Sir Prize is cast when the caster has 5 pips, he will heal all wizards for 700.

6 Pips (Fire): If Sir Prize is cast when the caster has 6 pips, he will deal 580 damage over three rounds to all enemies.

7 Pips (Storm): If Sir Prize is cast when the caster has 7 pips, he will deal 900 damage to all enemies.

8+ Pips: An action will be randomly selected from above, but more powerful.

Thoughts or suggestions anyone?
Why is the 4 pip Sir Prize more powerful than the 6 pip version of him? Sir Prize seems to get worse the more pips you have.

Geographer
Nov 22, 2015
859
My guess is that Sir Prize would likely be Balance, since Balance takes from all schools.

4 Pip Sir Prize only does 680 to all enemies. 6 Pip Sir Prize does 580 damage to all enemies for three rounds. That's equivalent to dealing 1,740 damage. And since it's a DoT, you could use many variations of traps to make it even more powerful. 6 Pip Sir Prize has potential to kill fast and effectively while 4 Pip Sir Prize doesn't.

The healing is higher because it would be a higher level spell. But if it would be Balance, it would be the Jack of all Trades, moderate in all things. So maybe some of the Sir Prizes need to be switched around. It's not perfect, I'm not a Wizard101 staff member, so I don't know what would be best. That's just my suggestion.

The Sir Prize minion would look like all the other Sir Prizes. I imagine Sir Prize as an O'Leary Charlatan for some reason. The stats and spells would have to evenly measure with the number of pips it is cast with and the level of spell it is.

Geographer
Apr 29, 2012
861
Fable Finder on Dec 28, 2015 wrote:
My guess is that Sir Prize would likely be Balance, since Balance takes from all schools.

4 Pip Sir Prize only does 680 to all enemies. 6 Pip Sir Prize does 580 damage to all enemies for three rounds. That's equivalent to dealing 1,740 damage. And since it's a DoT, you could use many variations of traps to make it even more powerful. 6 Pip Sir Prize has potential to kill fast and effectively while 4 Pip Sir Prize doesn't.

The healing is higher because it would be a higher level spell. But if it would be Balance, it would be the Jack of all Trades, moderate in all things. So maybe some of the Sir Prizes need to be switched around. It's not perfect, I'm not a Wizard101 staff member, so I don't know what would be best. That's just my suggestion.

The Sir Prize minion would look like all the other Sir Prizes. I imagine Sir Prize as an O'Leary Charlatan for some reason. The stats and spells would have to evenly measure with the number of pips it is cast with and the level of spell it is.
Just to let you know, 540 over 3 rounds means 540 over 3 rounds. As in 180 per round for 3 rounds. The way you should've phrased it is 1,740 damage to all enemies over 3 rounds. And this opens up even more questions. Firstly, let's look at the most damage done by any 6-pip learnt spell: 875. This is almost double to all enemies. A higher level maybe, but this thing is more effective than any other 6-pip spell eightfold. In fact, how about the (currently) strongest AoE in the game: 14-pip Tempest/Stormbug Squall. They both deal 1120 damage to all enemies. Your spell is now dealing 50% more damage than the strongest spell in game. What more? If we're talking Tempest: for less than half the pips.

I suppose I should also point out that 4-pip Sir Prize deals more than Kraken to all enemies and drains. More than 4 times as effective as Storm. Oh yeah, and that also means that adding a pip almost halves Sir Prize's damage when going from 6 to 7.

I understand you're not staff or professional, but we have a spell here that: at 1, 2, 3 & 5 pips is okay, at 7 pips is slightly too strong, at 4 pips is more than quadruple others and a 6 pips makes you a god.

Geographer
Nov 22, 2015
859
Well it's not like what I put for Sir Prize is going to be the final Sir Prize. I believe either way Sir Prize should be an available spell, but that doesn't mean he's exactly like the Sir Prize I described. KingsIsle can change spells they add as much as they want. I'd just like a spell that changes when you get more pips, likely not including power pips.