Name: Reflect School: Life (Balance would also work well). Cost: 2 pips Level: Around 30th Target: Any friendly player. Success Rate: 85% Effect: Creates a shield on the target player. The next attack will reflect 25% of the damage back to the caster.
This spell acts as a deterrent against big attacks. Slows down an enemy and makes casting those super spells somewhat dangerous.
Name: Enhance Minion School: All Cost: 3 pips Level: Around 40th Target: Any Friendly Minion Success Rate: 100% Effect: When cast on a minion the minion's "Intelligence" is given a big boost. For example: Fire Minions will only cast fire boosts on fire wizards and life minions will heal the wizard most in need. In addition, the minion will use higher level spells.
This spell makes minions a larger part of Wizard 101 tactics. The idea here is to break out of the current "Trap and Blast" pattern that is becoming boring and change minions from an annoyance to a serious threat.
Name: Prepare School: Balance Cost: 4 pips Level: 50th Target: Any Friendly Player Success Rate: 75% Effect: Target player skips this turn. Next turn, the player may play TWO Cards.
The idea is that Balance can allow other wizards to perform massive attacks. It would take careful team work and the target wizard would have to save a lot of pips for this to be effective. Also, the high fizzle rate makes this tactic risky. Should be very COOL when it works though.
Name: Reverse Momentum School: Myth Cost: 6 pips Level: 50th Target: Self Success Rate: 50% Effect: Change which team has initiative. This effect is permanent (not just one turn).
This is an important spell because initiative is so important in high level duels and boss fights. The spell is risky and costly but it can deeply disrupt the momentum of the fight (hence the name).