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New Spells; Storm, Ice, Fire, Sun (1 Damage Spell)

AuthorMessage
Survivor
May 29, 2012
1
Hi guys. I'm aware that these suggestions come time and time again, and most of them usually go unnoticed by kingsisle (which is weird considering that they have to approve of the message before you can post it). But these just sounded worthy in my head and now I'm ready to share them.

(Overcharge)
Pip cost: X
School: Storm
Desc: +20% per pip to next damage spell for self only
Notes: An upgraded Supercharge, basically.

(Lunatic Bolt)
Pip Cost: 6
School: Storm
Desc: 1000 damage to enemy or 10000 damage to self three times
Notes: An even crazier version of insane bolt.

(Castle Shield)
Pip Cost: 1
School: Ice
Desc: -90% damage to self
Notes: A better Tower Shield.

(Freeze Breeze)
Pip Cost: 3
School: Ice
Desc: Stun to all for 3 turns, stun self for 1 turn
Notes: Freeze, but with a bit of extra pizazz.

(Flametrap)
Pip Cost: 2
School: Fire
Desc: +30 damage, lasts 3 turns, only applies to DOT
Notes: A confusing one, but what it does is this: when you have this trap on an enemy, it will not be used by any fire spells. Only DOT (damage over time) spells (which usually last 3 turns) will start the traps 3 turn timer, essentially making the DOT damage worse to the enemy.

(Chamrosh)
Pip Cost: 11
School: Sun
Desc: 200 damage, 400 damage, 800 damage
Notes: A Chamrosh (body of a dog, wings and head of a bird) flies down from the night sky, and lands on a rock peak in the center of the battling area (with an epic meteor shower background animation). It then slams it's paw to the ground, and causes 3 shooting stars to hit the enemy (200 star damage). It then roars and a giant meteor hits the enemy (400 moon damage). Finally, it flies up, and a brief animation of it bringing a red giant down to the arena. It then absorbs the enemy in flames (800 sun damage). Total: 1400 damage.

Well that's all I can think of for now. Hope you like it