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    1. #1
      Pyro's Avatar
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      Complete Guide to Spells


      Complete Guide to Spells


      Before I get started, just some notes. The 5 separate posts are separated by 1 (this post)) Basic Spell information 2) Spells taught by your Teacher(s) 3) Spells taught from other Trainers/from other sources 4) Quest Spells 5) Astral and Shadow Spells. Posts 2, 3, and 4 will be separated by School in the fashion of Fire - Ice - Storm - Myth - Life - Death - Balance. Spells will be listed from being achieved from earliest in the game to latest in the game.

      The Eight Basic Types of Spells

      These apply mainly for posts 2, 3, and 4.

      - Damage - These spells do damage to your opponent, simple as that.

      - Charms - These spells are either Positive or Negative. Positive Charms can boost your own damage output, accuracy, healing ability, and more. Positive Charms float above your head. Negative Charms reduce the damage output, accuracy, healing ability, or other statistic of your opponent, and can even dispel their next spell. They float above your opponents head and are typically surrounded by spikes on the outer edges. Attack Spells that have a Negative-Charm effect added onto them (Gnomes! or Power Nova, for example) sometimes have a Charm symbol rather than a Damage one.

      - Wards - These spells are either Damage-Enhancing or Damage-Reducing. Damage-Reducing Wards are called Shields, they reduce the damage of spells meant to do damage to you or protect you from a certain effect. Damage-Enhancing Wards, also known as Traps, are placed on your enemy, and are used up once any damage is taken by your enemy.

      - Heals - These spells recover your health.

      - Health Steals - These spells take health from your enemy and give half back to you.

      - Manipulation - These spells include a variety of effects. They include Minions, Minion Manipulation, Pip Donating, Stuns, Charm/Ward removal, and many more neat effects.

      - Global - These are spells that cover the whole dueling circle, and effect your team and your enemies'. These are mostly specific, so sometimes they don't help your enemy at all, or only effect your enemy in a bad way.

      - All Enemies - These spells affect all of your enemies.

      The Four Basic Types of Astral Spells

      These apply mainly for post 5.

      - Enchantments - These spells are used on other spells to increase their effects. They don't take up a turn, though their boosted effect(s) only lasts for the duration of the duel. You use them by clicking the enchantment, then clicking the spell you want to enchant, and voila, your spell is enchanted as long as it is possible to enchant that specific spell with that specific enchantment. They can include damage increases, accuracy increases, and even healing increases.

      - Polymorphs - Polymorphs are spells that transform the caster into another being and swap out their spell deck for a new one. You won't just look like a different creature with a new deck though, your statistics for accuracy, health, power pip chance and more are affected by different Polymorphs. Polymorphs only last for a set number of Rounds.

      - Auras - Auras are small bubbles that surround your character alone and can strengthen you in a variety of ways. Auras can increase your resistance, damage, healing boost, even turn damage taken into Pips. Auras can only be used on yourself and last for a set number of Rounds.

      - Mutations - Mutations work like Enchantments, but are slightly different. They are used on different spells, but instead of enchanting it, it completely changes the spell. Such as the "Mutate Kraken" spell. If you use it on Kraken, it will completely change the stats of the spell; the School, what it does, sometimes even the spell type. Like enchantments, these only last for the duel.

      Shadow Spell Types

      - Shadow Self - Shadow Self Spells are similar to Polymorphs. They transform the caster into a Shadow form, which increases a specific stat(s) for 3 Rounds. While in this form, the caster risks Backlash (explained in the fifth post) damage, which can be affected by the kinds of Spells they cast while in their specific Shadow form.

      - Shadow Creature - Shadow Creatures are spells that take effect after 4 Rounds. Each creature can damage the enemy with SHADOW DAMAGE, making it impossible to debuff without universal Charms or Wards. However, how much damage each Shadow Creature does depends on which Spells you cast during the time period, as does the Backlash...

      Pip Costs
      The Pip cost of a card shows how many Pips it costs. This is also how much Mana the spell uses. If you don't have enough Mana, you won't be able to cast the spell.

      0 - 10 Pips - Just as the Pip cost states; the number is how many Pips the card will take up when it is cast.

      X Pip - X Pip spells are unique. X Pip spells use all of your Pips up, the effects increasing with more Pips (with the spell being your school, a Power Pip is worth 2 Pips in an X Pip spell). Some X Pip spells are limited Pips with a set range, and can only use up a certain amount of Pips (example:Troll Minion can only use 1-3 Pips).

      Shadow Spells require their own special kind of Pip called a "Shadow Pip", these will be referenced later on in the guide.

      Accuracy
      Accuracy is the fizzle rating of a spell. If a spell's accuracy is "85%", there's an 85% chance it won't fizzle, but a 15% chance it will. Depending on the spell, the accuracy can be high, or it can be low. Each school has its own common accuracy that most of its spells will have.
      Storm's Common Accuracy: 70%
      Fire's Common Accuracy: 75%
      Ice and Myth's Common Accuracy: 80%
      Death and Balance's Common Accuracy: 85%
      Life's Common Accuracy: 90%



      This post contains 6 auto-link(s) to our wiki for your reference.
      Last edited by Pyro; 8-30-14 at 11:04 PM. Reason: fixed some typos and grammatical errors

    2. #2
      Pyro's Avatar
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      Complete Guide to Spells-Teacher Taught Spells


      Teacher Taught Spells



      Level 1 Spells

      Fire Cat - Frost Beetle - Thunder Snake - Blood Bat - Imp - Dark Sprite - Scarab

      Fire Cat; Deals 80 - 120 Fire Damage; 75% Acc./Frost Beetle; Deals 65 - 105 Ice Damage; 80% Acc./Thunder Snake; Deals 105 - 145 Storm Damage; 70% Acc./Blood Bat; Deals 70 - 110 Myth Damage; 80% Acc./Imp; Deals 65 - 105 Life Damage; 90% Acc./Dark Sprite; Deals 65 - 105 Death Damage; 85% Acc./Scarab; Deals 65 - 105 Balance Damage; 85% Acc. - These are your basic beginner, one Pip spells, you start out with your school spell (ie Fire gets Firecat, Ice gets Frost Beetle, etc.) as your first spells once you finish the
      Tutorial. Not much to say about these, they all do different amounts of damage based on your school and all do just about the same thing. Thunder Snake does come in handy to most beginners due to it's high damage output, but after Unicorn Way you'll be moving on to other things.


      Level 5 Spells

      Fire Elf - Snow Serpent - Lightining Bats - Troll - Leprechaun - Ghoul - Scorpion

      These are the spells you can learn from your respective teacher at Level 5.

      Fire Elf; Deals 50 Fire Damage + 210 Fire Damage over 3 Rounds; 75% Acc.; 2 Pips - This is Fire's first DOT (Damage Over Time) spell and it will be Fire's primary shield breaker. On top of doing a decent amount of damage, this spell will keep enemies from shielding you for three rounds without the spell immediately breaking it. This spell is also great for PvP, being that for a low pip cost you can keep your opponent from shielding against you. This spell will be in and out of your deck depending on the situation, but for the most part it's your primary spell until you reach level ten.

      Snow Serpent; Deals 155 -195 Ice Damage; 80% Acc.; 2 Pips/ Lightning Bats; Deals 245 - 285 Storm Damage; 70% Acc.; 2 Pips/ Troll; Deals 170 - 210 Myth Damage; 80% Acc.; 2 Pips/ Leprechaun; Deals 155 - 195 Life Damage; 90% Acc.; 2 Pips/ Scorpion; Deals 160 - 210 Balance Damage; 85% Acc.; 2 Pips - Your basic Rank 2 Spells. These just help your overall damage output, and most of them do pretty decent damage, some less and some more based on the school you're in. Only tip I can give is to use them as soon as you get them!

      Ghoul; Steals 160 from enemy, convert half to health; 85% Acc.; 2 Pips - This spell is the first Life Drain Death receives. Life Drains work like this: they do one set damage output, and give you back half that damage output in health. Ghoul will give you back 80 Health unbuffed, but don't think you'll lose use of Pixie with this card. Life Drains, until higher levels, never give back a super substantial amount of health - so always keep a few Pixies for bosses anyways.


      Level 8 Spells

      Glacial Shield - Volcanic Shield - Thermic Shield - Myth Trap - Legend Shield - Dream Shield - Weakness

      Glacial Shield; -70% to next incoming Storm and Ice Damage spells; 100% Acc.; 0 Pips/ Volcanic Shield; -70% to next incoming Storm and Fire Damage spells; 100% Acc.; 0 Pips/ Thermic Shield; -70% to next incoming Ice and Fire Damage spells; 100% Acc.; 0 Pips - These are the Ice, Storm, and Fire School shields, they give you some pretty nice resistance to the other two Elemental Schools. Ice has it nice, though, with Volcanic shield, because Fire and Storm are the most destructive schools, and this makes you near immune to them. As for Fire and Storm, they get protection from the other destructive school along with Ice.

      Myth Trap; +25% to next incoming Myth Damage spell to target; 100% Acc.; 0 Pips - If you've read what I've said before about traps, it's pretty much the same thing. Keep this in your deck most of the time, it gives a nice small boost to Troll and Cyclops, but when you hit with shield breakers like Minotaur and Orthrus, you may find yourself using it less and less due to the inefficiency of it.

      Dream Shield; - 70% to next incoming Life and Myth Damage spells; 100% Acc.; 0 Pips/ Legend Shield; -70% to next incoming Death (Damage and Health Steals) and Myth Damage spells; 100% Acc.; 0 Pips - Life and Death's defense against each other and Myth, the Myth shield might not do so much good because of their infamous two-hit attacks and Earthquake, but the Life/Death shields will come in handy.

      Weakness; -25% to next outgoing Damage or Health Steal spell to target; 90% Acc.; 0 Pips - You don't get any shields at this level because, quite frankly, you already have them. This is basically an Anti-Blade, it may not do so much initially, but the beauty of it is that it weakens every hit of a DOT, Attack All Enemy spell, and other Multi-Hit spells, It's a great way to add on defense to your Shields being that they aren't very substantial compared to others.


      Level 10 Spells

      Sunbird - Evil Snowman - Storm Shark - Cyclops - Sprite - Banshee - Locust Swarm

      Sunbird; Deals 295 - 355 Fire Damage; 75% Acc./ Evil Snowman; 240 - 300 Ice Damage; 80% Acc./ Storm Shark; Deals 375 - 435 Storm Damage; 70% Acc./ Cyclops; Deals 265 - 325 Myth Damage; 80% Acc./ Banshee; Deals 245 - 305 Death Damage; 85% Acc./ Locust Swarm; Deals 245 - 305 Balance Damage; 85% Acc. - These are just like the first two damage spells, just with more power for 3 Pips, so use these often, and incorporate the spells you've learned thus far into them and you'll do great. Take note that Sunbird and Banshee don't have any special effects like your Rank 2 Spells did.

      Sprite; Heals 30 and Heals 270 over 3 rounds; 90% Acc.; 1 Pip - This is the first HOT spell, or, Healing Over Time spell, that Life will learn. These allow you to recover from small amounts of several attacks rather than just one. Healing Over Time spells usually also do the most Healing-Per-Pip as compared to others, so they can be very efficient healing spells, especially when you learn Regenerate later on.


      Level 16 Spells

      Fire Trap - Tower Shield - Storm Trap - Ether Shield - Spirit Armor - Vampire - Sandstorm

      Fire Trap; +25% to next incoming Fire Damage spell to target; 100% Acc.; 0 Pips/ Storm Trap; +25% to next incoming Storm Damage spell to target; 100% Acc.; 0 Pips - A nice complement to the Blades you already have, they're a great thing to have in boss battles to deal even higher damage.

      Tower Shield; -50% to next incoming Damage or Health Steal spell - The ultimate shield, and one of the only defenses against Balance enemies. This will come in handy more times than you can count, and most schools train Ice just to get this spell. It works against any and every school, and never should leave your deck, this is one of the sweet deals you get being an Ice Wizard, to get this spell for free.

      Ether Shield; -70% to the next incoming Life and Death Damage spells; 100% Acc.; 0 Pips - Myth's shield against Life & Death enemies, petty useful considering both these enemies are very common throughout the game.

      Spirit Armor; Absorb 400 Damage; 100% Acc.; 3 Pips - This is probably better than a shield, because it takes all the damage enemies dish out, up to 400 that is. Shields just reduce the damage done but this one can make you take none at all, which in some cases can be extremely helpful. The one downside to this is that Health Steal spells will go right through it and the absorb won't matter, so careful dueling Death creatures with this.

      Vampire; Steals 350 from the enemy, convert half to health; 85% Acc.; 4 Pips - Death's second Life Drain, this gives you 175 without boosts, but with the Blade and Trap it'll give you over 200. It's a helpful spell, one that you'll be using for quite some time now.
      NOTE: Once you have learned Vampire from Malorn Ashthorn, you will have to continue learning Death from Dworgyn in Nightside.

      Sandstorm; Deals 255 - 295 Balance Damage to all enemies; 85% Acc.; 4 Pips - This is a great help in Krokotopia, Balance gets their AOE first, at 16, which is nice considering most schools have to wait until 22. This can be pretty useful in Krok and Marleybone. It may wear out in MooShu, but it can still be a useful spell as you move up in the game.


      Level 22 Spells

      Meteor Strike - Ice Wyvern - Kraken - Humongofrog - Seraph - Skeletal Pirate - Power Play

      Meteor Strike; Deals 305 - 345 Fire Damage to all enemies; 75% Acc.; 4 Pips/ Humongofrog; Deals 265 - 325 Myth Damage to all enemies; 80% Acc.; 4 Pips - These are both your school's first AOEs (Area of Effect Spells). They hit all enemies and the damage they do to all enemies is effected by your Blades, but you'd have to put a trap on every enemy in order for a trap to have effect on all of them. Humongofrog, in particular, will stay useful to Myth all the way to Azteca. Why? Well, the only other AOE Myth receives is Earthquake (see below) which isn't much of a help. This is a great go-to for mobs, using multiple Humongofrogs can deal with most any mob and can stay useful if you choose to continually use it.


      Ice Wyvern; Deals 335 - 395 Ice Damage; 80% Acc.; 4 Pips/ Kraken; Deals 520 - 580 Storm Damage; 70% Acc.; 4 Pips/ Seraph; Deals 335 - 395 Life Damage; 90% Acc.; 4 Pips - More attack spells! All of these are pretty self-explanatory, they're all just stronger attack spells for one more Pip. Just put them in your deck and use them against higher enemies, simple as that.

      Skeletal Pirate; Deals 430 - 510 Death Damage; 85% Acc.; 5 Pips - Death's next attack spell. Why don't they get a 4 Pip attack? Vampire took care of that at level 16! Death is already making its way up the chain here with a stronger attack for more Pips than the rest of the schools (besides Kraken which is stronger for less Pips; but that's Storm).

      Power Play - A good way to get rid of another Bubble (Global spell), and in the early levels get your power pips going. It's the first Global spell, and it's quite unique, instead of boosting damage it gives everyone (Including Enemies) a higher Pip Chance. The spell itself isn't very useful, being that you'll usually get more pips than your enemies anyways, and there's no guarantee that you'll even get power pips if you use it.
      NOTE: Once you have learned Power Play from Arthur Wethersfield, you will have to continue learning Balance from Alhazred in Krokotopia.


      Level 26 Spells

      Wyldfire - Blizzard - Windstorm - Time of Legend - Satyr - Feint - Spectral Blast

      Wyldfire; +25% to all Fire Damage spells; 100% Acc.; 2 Pips/ Time of Legend; +25% to all Myth Damage spells; 100% Acc.; 2 Pips - Both Global Spells that do the same thing for different schools. They give everyone (including enemies) a boost to their Fire or Myth spells until the end of the battle (unless another Global spell is cast). Not such a great idea when fighting enemies of your own school, but a great idea in almost every other scenario.

      Blizzard; Deals 250 - 290 Ice Damage to all enemies - Ice's first AOE, not a very powerful one compared to Humongofrog or Meteor Strike, but an AOE nonetheless. The pip cost isn't very high, and casting one or two of these should take out most regular enemies at this time, but this can be really boosted with Balefrost and Iceblade added which you get later (or Elemental Blade which you can get now).

      Windstorm; +20% to next incoming Storm Damage spell to all enemies; 100% Acc.; 1 Pip - An excellent spell when used before Tempest or Storm Lord. This gives traps to all enemies in one turn for just 1 pip. With Stormblade added into the equation you get a 50% Boost to your AOE on all enemies, which can help to throw out Tempest a bit earlier. Tricky for Tempest, though, considering it's entirely pip-based.

      Satyr; Heals 890; 90% Acc.; 4 Pips - A great Single-Person healing spell, and best of all it's trainable. Lots of people train Life to this spell because it gives you nearly 1,000 Health immoderately, which is great considered to other school-specific healing spells. It can save you a lot, but weather or not it's worth potentially four Power Pips to use is up to you. It is a great spell to help out a friend in danger too.

      Feint; +70% to next incoming Damage or Health Steal spell to target and +30% to next incoming Damage spell to self; 100% Acc.; 1 Pip - This is the one reason why most people train Death. The 70% boost is a whole lot for a single trap, and can greatly improve your damage output for the rest of the game. The 30% boost to yourself can be a trick if you're low on health, so I'd recommend using this either right before you're attack or right after an enemy's so you either have time to shield or defeat them before they can attack again.

      Spectral Blast; Deals 440 Fire Damage OR 365 Ice Damage OR 550 Storm Damage - This is the only learnable Multi Outcome Damage spell. It can do Fire, Ice or Storm damage at varying amounts depending on the school cast. For Spirit Schools and Balance it's a no-brainier, none of them resist any of the outcomes and Storm gives a boost to Myth (Myth and Balance may shield though), but Elemental Schools are tricky because for Fire and Ice you can get a boost or a resist, and Storm can only resist. It is really great because it can be boosted more so than any of your other spells, because it's comparable with Elemental Blade & Trap.


      Level 33 Spells

      Phoenix - Balefrost - Darkwind - Minotaur - Centaur - Doom & Gloom - Donate Power

      Phoenix; Deals 515 - 595 Fire Damage; 75% Acc.; 5 Pips - Fire's 5-Pip spell. Like every new damage spell, just use this on bosses more so than the one you had.

      Balefrost; +35% to all Ice Damage spells; 100% Acc.; 2 Pips/ Darkwind; +25% to all Storm Damage spells; 100% Acc.; 2 Pips - These are bubbles like Wyldfire & Time of Legend. Same rules apply to these too; you should use them when battling any enemy except ones of your own school because it'll boost most of their attacks as well. Ice will probably use their bubble more frequently than storm, because in all honesty, with the low boosts they get from gear, they'll need it more.

      Minotaur; Deals 50 Myth Damage and 445 Myth Damage; 80% Acc.; 5 Pips - This is your first Double-Hit Spell. It deals a small amount in one attack, then a large amount the next. This is great in the aspect that you'll never have to worry about shields with it (unless they have two of the same kind), but it also means you have to double-trap and double-prism your enemy whenever you use it. Most people just find themselves better of with Blades and Time of Legend - but weather you want to trap or not is up to you. This spell is excellent in PvP, as is Orthrus, because it goes straight through your opponents shields, and they usually have to take the time to double-shield for all your attacks.

      Centaur; Deals 515 - 595 Life Damage; 90% Acc.; 6 Pips - Life goes on and skips a 5 Pip Damage spell and goes staigh to Centaur; a 6 Pip Damage spell. It has the same range as Phoenix, but for 1 more Pip, which makes sense since this is a Life spell. Either way, Life students are going to be using this a lot now as well since it packs a bigger punch.

      Doom & Gloom; -65% to all Healing spells; 100% Acc.; 2 Pips - Rather unique being it can prevent your enemies from effectively healing, like a giant Infection. I think it's more useful in PvP than PvE because in PvE your enemies won't heal very frequently until the later worlds, and because you can still heal yourself though Life-Drains under this bubble, it puts you at a much higher advantage than your enemy.

      Donate Power; Give 2 Pips to target; 100% Acc.; 3 Pips - Yet another assisting spell for Balance. It's not worth using it on yourself, because it costs three pips, which could equal two power pips, and gives you two in return, more or less wasting a Pip. It's much more useful when used on Friends. It gives them two REGULAR pips, not one Power pip, so it does take up space on their limited board of seven pips, but if you're really eager to get an attack or a heal out there, this can really save you or your friend.


      Level 42 Spells

      Helephant - Colossus - Stormzilla - Earthquake - Sanctuary - Wraith - Hydra


      Helephant; Deals 625 - 705 Fire Damage; 75% Acc.; 6 Pips/ Colossus; Deals 500 - 580 Ice Damage; 80% Acc.; 6 Pips - Fire and Ice get their basic 6 Pip spells. Both are wonderful additions to your deck, though, so be sure to use these when you receive them.

      Stormzilla; Deals 650 - 730 Storm Damage; 70% Acc.; 5 Pips - Storm gets their 5 Pip attack spell now. Doing more max damage than Colossus and Helephant, it's a good addition to have to your deck as well.
      Earthquake - At first, you'll think, "Awesome! A New AOE!" then... "WHAT THE HECK! This does less than Humongofrog!". The spell is very underpowered at a damage perspective, and I think Myth would've appreciated something a bit more powerful to deal with mobs, which leaves Minotaur to take care of them even longer. The true beauty of this spell is it's effect to remove all the Shields & Charms on every enemy (excluding stun shields). And, I'm sure this is almost useless in PvE, but can do wonders in PvP for almost any type of match. It takes care of the Blade & Shield Stackers, as well as does a bit of damage too.

      Sanctuary; +50% to all Healing Spells; 100% Acc.; 3 Pips - This works better for PvE than anything else. When you receive this, enemies will hardly heal (as all but Life do in the later worlds going to late Celestia), throw this around you and you got Satyrs doing 1290 Healing without a Guiding Light. For PvP, you're opponents as well as you will have an absolute field day with this, and you better be expecting a really long match.

      Wraith; Steals 500 from enemy, convert half to health; 85% Acc.; 6 Pips - This will be your most substantial Single Enemy Life Drain for a little while. It can do less damage than Skeletal Pirate, but provides you with 250 Health unbuffed, and with all the traps you have at this point you can work that number up in to the thousands.

      Hydra; Deals 190 Fire, Ice, and Storm Damage; 85% Acc.; 6 Pips - The first triple hit spell you earn as a Sorcerer. This works effectively with your Elemental Blades & Traps, and uses them up completely. It won't seem like it does a lot of damage at first, but like Spectral Blast, it's one of your most buffable spells. It also is one of the best Shield Breakers, with the ability to move 3 Towers and a full set of Elemental Shields in one round.




      This post contains 66 auto-link(s) to our wiki for your reference.
      Last edited by Pyro; 6-21-13 at 5:33 PM.

    3. #3
      Pyro's Avatar
        Pyro is offline Wiki Master

      • Pyro's Wizard Stats
        •  Wizard's Name:
        •  Brian Thunderhunter(FireLV100)/Adam Frostwielder(IceLV34)/Garrett Battlerider(DeathLV36)/others
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        •  100
        •  World:
        •  Khrysalis
        •  Wizard's School:
        •  Sun
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        •  Sir Murphy
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        •  Phoenix
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      Complete Guide to Spells-Spells from Other Trainers / Other Sources

      Spells from Other Trainers / Other Sources


      Sabrina Greenstar's Shields (Level 10) / Diego's Stun Block (PvP Rank Private)


      Fire Shield - Snow Shield - Stun Block - Storm Shield - Myth Shield - Life Shield - Death Shield

      Fire Shield/Snow Shield/Storm Shield/Myth Shield/Life Shield/Death Shield; 100% Acc.; 0 Pips - All these shields can be trained form Sabrina Greenstar in the Fairegrounds, they are the first of many things that just bug the enemies of your own school to death. These spells decrease the amount of damage that school does by 80%, for example, Fire Shield decreases the next Fire attack by 80% (and Death Shield obviously being able to decrease the next steal spell by 80%). They make up for that one school in your class (Elemental or Spirit) that you didn't get defense against, and with resistance to these enemies anyways, you're as good as gold.

      Stun Block; Gives 2 Stun Shields to target; 100% Acc; 0 Pips - The only spell that makes you immune to stuns, another great defensive spell for Ice. You wont encounter a lot of PvE enemies stunning you until Wintertusk and Celestia, but this is also a wonderful spell for PvP - considering stunning is a favorite amongst Myth, Fire, and Ice Opponents. Another thing you'll love about these Stun Shields is that their Earthquake proof; Earthquake will not remove these


      Mortis, the Death Tree's Spells (Level 0, 10, and 15)

      Tranquilize - Distract - Taunt - Soothe - Subdue - Calm - Pacify - Infection
      These spells are given by the Death Tree in Nightside; Mortis. He gives each school except Balance a new spell that can increase or decrease the chance of an enemy attacking you, and a neat charm for the Death School.

      Tranquilize/Soothe/Subdue/Calm; Reduce Threat on target; 100% Acc.; 2 Pips/ Pacify; Reduce Threat on target; 100% Acc.; X Pips - These spells reduce the threat on a target and makes them less likely to attack you. This only works in groups, though, because the enemy needs someone else to attack rather than you. Regardless of the cards, they are all 2 pip spells except for Pacify. Pacify works per pip and the more pips you have, the greater the reduced threat, so the even higher chance the enemy won't attack you.

      Distract; Generate Threat on target; 100% Acc.; 0 Pips/ Taunt; Generate Threat (of self) on all enemies; 100% Acc.; 2 Pips - Ice Students have the highest health in the game, and these spells help out those who aren't so lucky. Distract can be used on any one enemy and makes them want to attack you, Taunt affects all enemies, but your pip count effects how many actually attack you. This is mainly to divert attention away from someone who's trying to heal or in serious trouble, or a power hitter storing for an attack. Using this card is entirely up to you, but remember that you may not want an enemy attacking you if you're low on health as well.

      Infection; -50% to next outgoing Healing spell to target; 100% Acc.; 0 Pips - This Death spell helps deal with those pesky healers. In both PvP and PvE, it's a good way to keep others from recovering from any attack that they somehow survived.


      Mildred Farseer's Spells (Level 10, 20, and 22)

      Quench - Melt - Dissipate - Vaporize - Entangle - Life Trap - Strangle - Unbalance - Reshuffle

      These spells are trained from Mildred Farseer, who's in a hid away area. She is located in a house near Mindy Pixiecrown, but you wouldn't think it's open since the lights are out. Head in anyway and go learn these spells!

      Dispels - Basically makes the spell the school is fizzle. You get your own school's for free from her, so it's just another way to make your own school's enemies easier.
      Fire Dispel - Quench
      Ice Dispel - Melt
      Storm Dispel - Dissipate
      Myth Dispel - Vaporize
      Life Dispel - Entangle
      Death Dispel - Strangle
      Balance Dispel - Unbalance

      Life Trap; +25% to next incoming Life Damage spell to target; 100% Acc.; 0 Pips - You can get this at Level 10. This is a MUST for Life Students to pickup, you won't learn it from Moolinda, so be sure to get it here. It's Life's basic trap, and gives the same boost as all but Balance, Death and Ice's do. Life has all Single-Hit spells until it reaches Legendary, so put this on any enemy you wish to hit and you're good for attacking.

      Reshuffle; Reshuffles all cards back into deck; 100% Acc.; 4 Pips - This Balance spell is a miracle worker if you run out of cards. It reshuffles everything you discarded back into your deck in the order you discarded and cast it. Take note that this is a single use Spell, so if you have used one Reshuffle, and you cast another one, the first Reshuffle won't go back into your Deck.


      Tish'mah's Minion Spells (Levels 10, 15, 20, 23 and 25)

      Shield Minion - Buff Minion - Siphon Health - Mend Minion - Draw Power

      This is a nice bunch of Myth spells that are all for use only when a Minion or Henchmen is in play, which makes sense, since Myth is the School of Minions Tish'mah is located on top of the Secret Shop in Krokotopia, which is accessed by a portal that turns off and on through a set timer in the Oasis.

      Shield Minion; -70% to next incoming Damage spell for Minion only; 100% Acc.; 0 Pips - If you're very intent on keeping your minion or henchman alive, this is a good spell to help keep them alive for a bit longer.

      Buff Minion; +40% to next outgoing Damage or Health Steal spell for Minion only; 100% Acc.; 0 Pips - This is good if your minion is the main attack of this battle, however, that's unlikely unless it's a high level henchmen, so this spell may not be the most popular one in your deck.

      Siphon Health; Sacrifice Minion for 400 Health; 100% Acc.; 1 Pip - If your minion is becoming a useless placeholder in your battle, or you just need the health, this is a nice quick healing method to gain 400 Health. This can be more effective than Pixie since it heals the same amount for less Pips. Note that you can't sacrfice a minion summoned/purchased by another wizard; it has to be your minion/henchmen.

      Mend Minion; Heal 350 for Minion only; 100% Acc.; 1 Pip - Once again, if your intent on keeping your minion alive, this is nice to give it a quick heal.

      Draw Power; Sacrifice Minion for 2 Pips; 100% Acc.; 1 Pip - This definitely isn't a very smart spell to use unless it's for desperate measures. It gives you 2 Pips for sacrificing your minion, but considering it costs a Pip to use, you're really only gaining 1 Pip.


      Niles, the Balance Tree's Blades & Traps (Level 15, 20, 25 & 25)

      Elemental Blade - Spirit Blade - Elemental Trap - Spirit Trap

      These are awesome Balance spells to train, mainly because they can be stacked on your main Blades & Traps. That basically means that you can use these with your regular stuff and they'll all add onto each other to make even bigger hits. The Elemental Blades and Traps will come in handy often for Balance Students when they get Spectral Blast, Spectral Minion and Hydra.

      Elemental Trap; +25% to next incoming Fire, Ice, and Storm Damage spells to target; 100% Acc.; 1 Pip/ Spirit Trap; +25% to next incoming Death, Myth, and Life Damage spells (or Health Steal spell with the Death Trap) to target; 100% Acc.; 1 Pip

      Elemental Blade; +35% to next outgoing Fire, Ice, and Storm Damage spells; 100% Acc.; 1 Pip/ Spirit Blade; +35% to next outgoing Death, Myth, and Life Damage spells (or Health Steal spell with the Death Blade); 100% Acc.; 1 Pip


      Croaky's Minion Sacrificing Spells (Level 25)

      Take Power - Draw Health - Sap Power - Drain Health - Steal Health - Sap Health

      These are for when you're in danger, and not really in need of your minion. These can benefit you by healing you or giving you pips. Myth does not get a spell from Croaky, since Tish'mah gave them a spell back in Krokotopia. Croaky is found in a little pub behind Mayor Pimsbury in Digmoore Station, accessed by a downwards stairwell.

      Take Power; Sacrifice Minion for 3 Pips; 100% Acc.; 1 Pip/ Draw Power; Sacrifice Minion for 4 Pips; 100% Acc.; 1 Pip - These spells for Fire and Storm increase the number of Pips you have for the price of your minion. Fire is really on getting 2 Pips, and Storm only 3 since both spells cost a Pip, but if you're in need of some quick pips, this can be a real life saver.

      Draw Health; Sacrifice Minion for 350 Health; 100% Acc.; 1 Pip/ Drain Health; Sacrifice Minion for 450 Health; 100% Acc.; 1 Pip/ Sap Health; Sacrifice Minion for 500 Health; 100% Acc.; 1 Pip - These are nice sacrifices for a quick pinch of Health. If you don't need the health, I'd save it until you get to a mid way point of Health before sacrificing a Minion to gain more.

      Steal Health; Steal 300 Health from Minion; 100% Acc.; 1 Pip - Death gets an advantage with this one. Without killing the minion, it can take 300 Health from them. Stronger Animate Minions can survive no problem, and can heal if off with spells like Ghoul and Vampire. This can be a nice spell to gain health somewhat quickly.


      MooShu Spells (No Level)

      Brimstone Revenant - Krampus - Goat Monk - Luminous Weaver - Ninja Pigs - Keeper of the Flame - Samoorai

      This is a funny bunch of spells. They ARE NOT REWARDED FOR COMPLETING MOOSHU as the Marleybone and Krokotopia spells are, they're a bit different. These spells can be attained a number of ways which will be described with the spell.

      1. Finding them from the Ninja's Lore Card Pack (This costs 399 Crowns per Pack - not recommended;[specific spells elaborated on below]).
      2. Finding them from the Keeper's Lore Card Pack (This costs 399 Crowns per Pack - not recommended;[specific spells elaborated on below]).
      3. Finding them from the Yuletide Pack (This costs 299 Crowns per Pack, and is ONLY available during December - definitely not recommended;[specific spells elaborated on below]).
      4. From a Boss in MooShu (Specific spells elaborated on below)
      5. As Drops from the Loremaster (Drops ALL of the other MooShu Spells, highly recommended)
      6. By Crafting Them (The Vendor is Master Yan Kan Kook in the Shirataki Temple, behind the Plague Oni [after defeating him for the first time]. They cost 60,000 Gold, except for Krampus which is 10,000, and require Legendary Artisan to craft; [All MooShu spells])

      These are the spells, there are six, but they can be attained by any school.

      -Fire: Brimstone Revenant; Deals 440 Fire Damage; 75% Acc.; 4 Pips - Drops from the Keeper's Lore Pack
      Brimstone Revenant Recipe:
      -10 Brimstone Revenant Treasure Cards
      -100 Perfect Rubies
      -200 Ghost Fires
      -100 Diamonds
      -100 Bronze Gears
      -50 Scrap Iron
      -50 Sunstones
      -12 Amber

      -Fire: Krampus; Deals 305 - 345 Fire Damage and -45% to the next outgoing spell to target; 75% Acc.; 4 Pips - Drops from the Yuletide Pack
      Krampus Recipe:
      -6 Krampus Treasure Cards
      -100 Perfect Rubies
      -200 Ghost Fires
      -50 Black Pearls
      -100 Black Coals
      -50 Astral Shards
      -50 Sunstones
      -12 Amber

      -Myth: Ninja Pigs; Deals 640 Myth Damage; 75% Acc.; 5 Pips - Drops from Koto in the Cave of Solitude and from the Ninja's Lore Pack
      Ninja Pigs Recipe:
      -10 Ninja Pigs Treasure Cards
      -100 Perfect Peridots
      -200 Ghost Fires
      -40 Golden Pearls
      -100 Leather Straps
      -50 Springs
      -50 Sunstones
      -12 Amber

      -Myth: Keeper of the Flame; Deals 325 Myth Damage and +25% to the next incoming Myth Damage spell to target; 80% Acc.; 4 Pips - Drops from the Keeper's Lore Pack
      Keeper of the Flame Recipe:
      -10 Keeper of the Flame Treasure Cards
      -100 Perfect Peridots
      -200 Ghost Fires
      -100 Blood Mosses
      -100 Spider Silk
      -50 Scrap Iron
      -50 Sunstone
      -12 Amber

      -Life: Goat Monk; Deals 440 - 520 Life Damage; 90% Acc.; 5 Pips - Drops from Zaneki in the Shirataki Temple and from the Ninja's Lore Pack
      Goat Monk Recipe:
      -10 Goat Monk Treasure Cards
      -100 Perfect Jades
      -200 Ghost Fires
      -100 Grendelweeds
      -100 Fish Fins
      -50 Springs
      -50 Sunstones
      -12 Amber

      -Life: Luminous Weaver, Deals 330 Life Damage and -25% to next outgoing Damage or Health Steal Spell to target - Drops from the Keeper's Lore Pack
      Luminous Weaver Recipe:
      -10 Luminous Weaver Treasure Cards
      -100 Perfect Jades
      -200 Ghost Fires
      -100 Water Lilies
      -100 Fish Fins
      -50 Scrap Iron
      -50 Sunstones
      -12 Amber

      -Balance: Samoorai; Deals 460 - 540 Balance Damage; 85% Acc.; 5 Pips - Drops from Shoji in the Shirataki Temple and from the Ninja's Lore Pack
      Samoorai Recipe:
      -6 Samoorai Treasure Cards
      -100 Perfect Amethysts
      -200 Ghost Fires
      -100 Water Lilies
      -100 Bronze Gears
      -50 Springs
      -50 Sunstones
      -12 Amber


      Regarding the spells, they're entirely optional. Though, for Myth, Ninja Pigs is already a great spell alternative to Minotaur, and it also gives them another viable easily-trappable option other than Medusa; Keeper of the Flame can be a nice spell to use first when stacking, and has a nice little quick hit for a reasonable amount of damage. Life doesn't even get a five pip damage spell (and the animation for Goat Monk is awesome) so having one can be a bonus when you're short on the pips for Centaur; Luminous Weaver has a reasonable amount of damage like Keeper of the Flame, so it's not the best damage hit, but gives it's neat little weakness effect which is always helpful for staying alive. Balance doesn't get a five pip damage spell either, and having a set damage spell for one enemy isn't something Balance wizards have seen since Locust Swarm, so it can definitely be helpful. Fire has also gotten a somewhat good advantage, since it never gets a four pip/one target spell, and has to wait for Phoenix, a five pip/one target spell; Krampus, also a four pip/one target spell, has the same damage range of Meteor Strike, but throws in a Smoke Screen effect to make up for the hit-all-enemies reduction. So overall, I would consider taking the time to make or farm for these spells.



      Tupa Taua's Spells (Level 50)

      Mega Tranquilize - Mega Distract/Taunt - Mega Soothe - Mega Subdue - Mega Calm - Mega Pacify

      Tupa Taua, the Chief of the Water-Mole Tribe (found in the Water-mole Village in the Floating Land, Celestia), gives all the schools (except Balance) mega versions of the spells they received from Mortis, the Death Tree (except Infection).


      Mega Tranquilize/Mega Soothe/Mega Subdue/Mega Calm/Mega Pacify; Majorly reduce Threat on target; 100% Acc.; X Pips - These are the exact same spells you learned from Mortis about 35 Levels ago, however they all work like Pacify; they all work for X amount of Pips and the threat level decreases with the more Pips you have. Just like the past spells, you must have someone helping you, because the enemies do need something to attack.

      Mega Distract; Generate Mega Threat on target; 100% Acc.; X Pips/ Mega Taunt; Generate Mega Threat (of self) on all enemies; 100% Acc.; X Pips - Once again, flashback to Mortis but with X Pips, the bigger threat for more Pips. These are once again used for drawing the attention away from allies who need the healing or are going for the big damage and need the time.


      Cassie the Ponycorn's Level 70 Spells

      Mass (Fire,
      Ice, Storm, Myth, Life, Death) Prism

      These spells can be trained from Cassie the Ponycorn at Level 70 in the Toadstool Village, the Wild, after freeing her from the White Owl Tower (which you should complete around Level 72), with Balance not obtaining one as it still has no single target Prism either.


      Mass (School) Prism; 100% Acc.; 2 Pips - They basically act the exact same way as regular prisms do, but this spell casts one on every enemy you're currently fighting. What's the use in that? Well, when fighting mobs of the same school, and they're all your school, normally it's easier to spend one round placing two prisms rather than two rounds to place one on each enemy. The spell costs two pips, which is, for the most part, the amount you'd get after placing your first prism, but if this is a normal two enemy fight, and you have to pass a round to get the pips you need to cast the spell, essentially you've used up two rounds placing prisms, which is the same as it was before. When facing 3+ enemies, it will almost always benefit you, but if you end up in the situation where it makes no difference, it's really just up to you .


      Claire Brighteyes's Level 80 Spells

      Firespear - Icespear - Stormspear - Mythspear - Lifespear - Deathspear - Elemental Spear - Spirit Spear

      Firespear/Icespear/Stormspear/Mythspear/Lifespear/Deathspear; +10% Armor Piercing to next (School) Damage Spell; 100% Acc.; 0 Pips/ Elemental Spear; +6% Armor Piercing to next Ice, Storm, and Fire Damage Spells; 100% Acc.; 1 Pip/ Spirit Spear; +6% Armor Piercing to next Death, Myth, and Life Damage Spells; 100% Acc.; 1 Pip - Basically, when added to your regular blade combinations, also add 10% Armor Piercing to your spell, which can immensely help when trying to break through someone's resistance in PvP. Armor Piercing is a real help; considering all of the enemies resistance, from gear and shields, the Armor Piercing decreases that. So if the enemy has 50% Fire Resistance, and you have a Firespear active, the resistance will drop to 40%. Each school can train their own, in addition to the Elemental and Spirit Spears, which the Balance school gets for free, but the Balance School doesn't get a Spear of their own.


      Avalon Spells (No Level)

      Handsome Fomori - Winter Moon - Catalan - Deer Knight - Lord of Night - Loremaster - Savage Paw

      Like the MooShu Spells, these ARE NOT rewarded for the completion of Avalon. These are attainable through more than one way, and by any School.

      1. Finding them from the Knight's Lore Pack (This costs 399 Crowns per Pack - not recommended;[specific spells elaborated on below]).
      2. Finding them from the Shaman's Lore Pack (This costs
      399 Crowns per Pack - not recommended;[specific spells elaborated on below]).
      3. By Crafting Them (The Vendor is Grady in Dun Scaith [The Wyrd], behind the Indigo Giant [after defeating him for the first time]. They cost 60,000 Gold, except for Loremaster which costs 10,000, and require Legendary Artisan to craft; [All Avalon spells])
      4. As Drops from the Loremaster (Drops ALL of the Avalon Spells, highly recommended)

      -Ice:
      Handsome Fomori; Deals 450 - 530 Ice Damage; 80% Acc.; 5 Pips - Drops from the Knight's Lore Pack
      Handsome Fomori Recipe:
      -6 Handsome Fomori Treasure Cards
      -100 Perfect Sapphires
      -200 Ghost Fires
      -100 Diamonds
      -100 Spider Silk
      -50 Springs
      -50 Sunstones
      -12 Amber

      -Ice: Winter Moon; Deals 495 Ice Damage and Stuns target for 1 Round; 80% Acc.; 5 Pips - Drops from the Shaman's Lore Pack
      Winter Moon Recipe:
      -6 Winter Moon Treasure Cards
      -100 Perfect Sapphires
      -200 Ghost Fires
      -50 Grendelweeds
      -25 Turquoise
      -50 Scrap Iron
      -25 Sunstones
      -12 Amber

      Storm: Catalan; Deals 690 Storm Damage; 70% Acc.; 5 Pips - Drops from the Knight's Lore Pack
      Catalan Recipe:
      -6 Catalan Treasure Cards
      -100 Perfect Amethysts
      -200 Ghost Fires
      -100 Water Lilies
      -100 Bronze Gears
      -50 Springs
      -50 Sunstones
      -12 Amber


      -Death:
      Deer Knight, Deals 300 Death Damage + 270 Death Damage over 3 Rounds to all enemies - Drops from the Knight's Lore Pack
      Deer Knight Recipe:
      -6 Dear Knight Treasure Cards
      -100 Perfect Onyxes
      -200 Ghost Fires
      -100 Blood Mosses
      -100 Bones
      -50 Springs
      -50 Sunstone
      -12 Amber

      -Death: Lord of Night, Steals 425 from enemy, convert half to Health and -25% to next incoming Healing Spell to target; 85% Acc.; 5 Pips - Drops from the Shaman's Lore Pack
      Lord of Night Recipe:
      -6 Lord of Night Treasure Cards
      -100 Perfect Onyxes
      -200 Ghost Fires
      -50 Nightshades
      -25 Turquoises
      -50 Scrap Iron
      -25 Sunstones
      -12 Amber

      -Balance:
      Loremaster; Deals 390 - 470 Balance Damage, -20% to the next outgoing Damage Spell to target, and -35% Accuracy to the next Spell to target; 85% Acc.; 4 Pips
      Loremaster Recipe:
      -7 Loremaster Treasure Cards
      -100 Perfect Citrines
      -200 Ghost Fires
      -50 Agave Nectar
      -100 Ancient Scrolls
      -50 Astral Shards
      -50 Sunstones
      -12 Amber

      -Balance:
      Savage Paw; Deals 500 Balance Damage and +25% to next outgoing Damage Spell; 85% Acc.; 5 Pips - Drops from the Shaman's Lore Pack
      Savage Paw Recipe:
      -6 Savage Paw Treasure Cards
      -100 Perfect Rubies
      -200 Ghost Fires
      -50 Fossils
      -25 Turquoise
      -50 Scarp Iron
      -25 Sunstones
      -12 Amber

      I like this particular bunch of spells. For Ice, Handsome Fomori replaces their DOT Frostbite with a much more manageable single-hit, while Winter Moon does the same thing and throws in a Stun effect. Skeletal Pirate now becomes Deer Knight as a lower level AOE, which can be potentially more pip cost effective than Scarecrow, and Lord of Night is a lower damage Pirate with a heal decreasing buff; however the buff is a Ward, only preventing it from being an INCOMING Heal . Balance gets a five Pip single hit spell with good damage for it, and throws in a Balanceblade along with it, which is always a plus. They also get an amazing four Pip spell, Loremaster. For only 4 Pips it does damage, and gives 2 amazing debuffs, and can be enchanted for even more damage with the later Sun School enchantments in Celestia onward.
      Storm, however, gets the short end of the stick with Catalan, being that Stormzilla almost always will deal more Damage per Pip than Catalan, but it does have the advantage of a standard damage output.


      Amelia StarDust's Level 97 Spells

      Combustion, Katabatic Wind, Astraphobia, Saga of Heroes, Namaste, Age of Reckoning, Counterforce

      These spells can be trained from Amelia StarDust at Level 97 in Radiance Reborn, after you have completed the quest "A Dream of Avalon". These are upgrades to your existing Global Spells; they each cost 4 Pips, 2 Pips more than your original Global Spells, and they provide Armor Piercing and Critical Rating rather than Damage. Depending on the duel, this can be a plus, so long as you're willing to spend a couple extra Pips. I think Balance has it good here, as Power Play did nothing for their Damage output, and most Promethean Sorcerers probably get enough Power Pips as it is.

      Combustion; +20% Armor Piercing to all Fire Damage Spells, and +17% Critical Rating to all Fire Spells; 100% Acc.; 4 Pips

      Katabatic Wind; +25% Armor Piercing to all Ice Damage Spells, and +15% Critical Rating to all Ice Spells; 100% Acc.; 4 Pips

      Astraphobia; +20% Armor Piercing to all Storm Damage Spells, and +20% Critical Rating to all Storm Spells; 100% Acc.; 4 Pips

      Saga of Heroes; +20% Armor Piercing to all Myth Damage Spells, and +15% Critical Rating to all Myth Spells; 100% Acc.; 4 Pips

      Namaste; +20% Armor Piercing to all Life Damage Spells, and +12% Critical Rating to all Life Spells; 100% Acc.; 4 Pips

      Age of Reckoning; +20% Armor Piercing to all Death Damage and Health Steal Spells, and +15% Critical Rating to all Death Spells; 100% Acc.; 4 Pips

      Counterforce; +20% Armor Piercing to all Balance Damage Spells, and +15% Critical Rating to all Balance Spells; 100% Acc.; 4 Pips


      This post contains 75 auto-link(s) to our wiki for your reference.
      Last edited by Pyro; 8-30-14 at 10:36 PM. Reason: added Amelia StarDust's Global Spells

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      Complete Guide to Spells-Quest Spells

      This section of the Guide needs assistance, help for the following would be appreciated (Live Realm Information only Please );
      - For the "Cooldown" Spell, does it also remove 1 tick from the enemies' DOT effects? It's not clear when it explains it as "to all".

      Quest Spells



      Unicorn Way Spells

      You get this spell in Unicorn Way by completing the quest "Freedom!" for Lady Oriel.

      Fairy - Pixie

      Pixie; Heals 400 for Self only; 100% Acc.; 2 Pips - This card is the healing spell distributed to every school (except life) by Lady Oriel. For most, it will be your only healing spell as well and will be of great use to you throughout the game, it has a relatively low pip cost for a good amount of health and can really save you in some tight spots, but the only disadvantage being that you can't use it to heal others - this spell also uses up the power pips you gain starting at Level 10.

      Fairy; Heals 420; 100% Acc.; 2 Pips - This is the spell given by Lady Oriel for Life students only. It gives a bit more healing than Pixie and can be used on other players, other than that it's pretty much the same spell. It's not exactly Life's staple healing spell, but it's one of the advantages of being a Life student early in the game.


      Enrollment Spells

      Fireblade - Freeze - Lightning Strike -Golem Minion - Minor Blessing - Death Trap - Elemental Shield

      You earn these spells when you visit each of the Professors in Ravenwood for the Enrollment Quest. These each give a little introduction to what your school is all about. It provides you with your first Zero-Pip Spell respective with your school of focus. Before accepting this quest, you must have finished the quest "Rattlebones Report" and finished the main storyline for Unicorn Way.

      Fireblade; +35% to next outgoing Fire Damage spell; 100% Acc. - Fire is the school to get their blade earliest, this is because, unlike most schools, it gets spells that can only be effectively buffed by a blade earlier than the others. It's kind of an introduction to Damage Over Time Spells in the form of a Zero-Pip Spell. All your Damage Over Time Spells are easily buffed by a blade (That effects all the rounds) rather than a trap (that only effects one), with the exception of Fuel at Level 35, of course. This simple blade becomes most Fire Wizards' favorite buffing tool.

      Freeze; Stun target for 1 Round; 70% Acc. - This spell is an introduction to the defensive side of Ice. With recent updates, bosses can now be stunned (for the most part) which makes this spell all the better. It really helps keep bosses or their minions at bay while you prepare a spell, but it also teaches you about Stun Blocks. Since this is the first stun spell a wizard will learn, you get to see that once an enemy is stunned, it will get a Stun Shield to prevent the next incoming stun attempt (effects work different in PvP; target will get as many Stun Shields as there are opponents). The thing with this spell is that even though it doesn't cost any Pips; it's low on accuracy, and the fact that if you ever do miss, your enemy will probably have plenty of pips to throw something nasty at you, so be careful using this!

      Lightning Strike; +10% Accuracy to next Storm Spell; 100% Acc. - This is a nice zero Pip spell to help one of storms main weaknesses: accuracy. The Storm School has the lowest common accuracy (70%) of all the schools, and fizzles the most often. As you go up in levels, you'll find gear that boosts your accuracy, but for right now, this is a great spell to give your chance that little nudge they need to work 10% more often than usual.

      Golem Minion; Summon a Myth Minion; 100% Acc. - This spell summons a Living Puppet minion, Myth's first of several minions. It costs no pips, which makes it such a great spell. It breaks shields constantly, and just bugs an enemy into attacking it instead of you, which is always good! This guy is a card that can really stay useful throughout the entire game if you learn how to use him to his full ability.

      Living Puppet Stats:
      Health:45
      School:Myth
      Spells Known:Blood Bat, Fire Cat, Frost Beetle, Imp, Thunder Snake

      Minor Blessing; Heals 65; 100% Acc. - Life, as you can probably guess, is a healing school. This is the game's only Zero-Pip Healing Spell, and can, in early levels, be rather helpful if used round after round. It's a quick recover from any little one-pip attack and also helps you heal others early on.

      Death Trap; +30% to next incoming Death Damage or Steal spell to target; 100% Acc. - Death, as you will soon find out, is also about stacking traps as well as stealing health. Death gets more traps than any other school, and having a weak damage output with their Life Drains, it really helps. Add this onto a Ghoul and you'll receive roughly 100 Health in return, which is pretty substantial at lower levels.

      Elemental Shield; -50% to next incoming Fire, Ice, and Storm Damage spells; 100% Acc. - Balance is the universal school. Everything about them can effect everyone, their blades, traps, shields, all cover every school. This is the first in a set of two shields (the other being Spirit Shield) that will reduce the damage of a spell in half. Although it reduces the damage less than say, Thermic or Ether Shield, it's nice to know you can shield against any school (except your own) without spending any training points.


      Cyclops Lane Spell

      Spirit Shield; -50% to next incoming Myth, Life, and Death Damage spell; 100% Acc.; 0 Pips - Only Balance Wizards get a spell by completing Cyclops Lane. This spell is exactly like Elemental Shield, but it defends against the Spirit Schools (Life, Death, and Myth). Like the Elemental Shield, it will come and handy often and be used throughout your adventure and provides decent protection. Between the two sets of three shields, you now have defense against every other school except your own.


      Level 7 Spells

      Fire Prism - Ice Trap - Storm Prism - Troll Minion - Unicorn - Deathblade - Precision

      These are your first quest spells, and you will have to do a small task in order to obtain them. You will get a notification from your teacher to see them at Level 7 to do the quest. You don't have to duel anything for these spells, it's simply a run around quest and an introduction to your school.


      Fire Prism, Convert the next incoming Fire Damage spell into an Ice Damage spell to target; 100% Acc.; 0 Pips (Quest Line:Introduction to Fire) - Prisms are very basic and have mainly one use, they convert your damage to the opposite school. This is helpful when facing enemies of your own school, because they are likely to have resistance to it and the other school will boost it, great right? Well the one downside is that the enemy of your school is likely to cast a -80% shield of the opposite school because it gets a boost from it. This is one of the reasons why people tend to carry wands of their opposite school, to quickly do away with any shields they might put up. Fire Prism converts fire damage to Ice, pretty straightforward, just remember to bring these into battle when needed. Also an important note: Always put up your prism FIRST, before traps. Traps will be left unused (except universal ones) if traps are but on first. Another important fact is that if you are concerned about a shield of your conversion school being put up, if you put your prism on BEFORE a shield is put up, the shield will have no effect.

      Ice Trap; +30% to next incoming Ice Damage spell to target; 100% Acc.; 0 Pips (Quest Line:Introduction to Ice) - This will greatly help with the low damage output ice currently has, and make your life just that much easier. It's pretty simple, it gives a nice 30% boost to your next spell, simply use it before your next spell and viola, your Snow Serpent just got a little better. This is your only boost for a long while, so become friendly with this one.

      Storm Prism, Convert the next incoming Storm Damage spell into a Myth Damage spell to target; 100% Acc.; 0 Pips (Quest Line:Leyden Lab, Charge It Up) - Storm Prism works exactly like Fire Prism except it converts its damage to Myth damage. This Prism is particularly special because it's the only elemental school that converts to a spirit school. Why is that special? Well, Balance enemies take boosts from all the Spirit Schools, so, if you convert your damage to myth, it also boosts on Balance enemies! Great, huh? The Prism is still good for Storm Enemies, converting it so that they won't resist your damage, but they still do put Myth Shields up from time to time, so be sure to carry a few Blood Bat treasures or a Myth wand! Like with Fire, remember to put this on before your Storm Traps!

      Troll Minion, Summon a Myth Minion for 1-3 Pips; 100% Acc.; X Pip (1 - 3 Pips) (Quest Line:Not so Welcome to Myth, Myth Adventure) - These guys are your new best friends. While you should never count out the Golem Minion, he puts out heavier hitting spells to assist you with the bosses you're sure to have some trouble with. The only bonus with putting more pips into him is he's likely to survive longer, and can take more hits without dying on you.

      Troll Defender Stats:
      Pip Cost:1
      Health:150
      School:Myth
      Spells Known:Myth Trap, Blood Bat, Troll, Cyclops, Scorpion, Ghoul, Fire Elf

      Troll Guardian Stats:
      Pip Cost:2
      Health:300
      School:Myth
      Spells Known:Myth Trap, Sprite, Blood Bat, Troll, Cyclops

      Troll Brute Stats:
      Pip Cost:3
      Health:450
      School:Myth
      Spells Known:Sprite, Myth Trap, Blood Bat, Troll, Cyclops, Scorpion, Ghoul, Fire Elf

      Unicorn; Heals 275 to all friends; 100% Acc; 2 Pips - This is Life's first group healing spell, early game your friends will love you for having this. Especially for Wizard City and Krokotopia, 275 is a pretty nice amount of health to give to everyone, not much use if you're on your own, though. This spell is a keeper in your deck for group play until you get Rebirth.

      Deathblade; +40% to next outgoing Death Damage or Health Steal spell; 100% Acc.; 0 Pips - Now you have your trap and blade, so you can really start pumping out damage. As always, good to put on a Ghoul, which will now give you around 150 health. This will be a very commonly used spell, as it boosts even your life drains, so always keep this handy for bosses and mobs alike.

      Precision; +10% Accuracy to next spell; 100% Acc.; 0 Pips - This spell can be good if you're absolutely desperate for something to work, or you're playing with an early Storm or Fire Wizard. After a while, you'll find you won't need this much, considering Fire and Storm students are always increasing their accuracy and you don't fizzle much yourself.


      Level 12 Spells

      Link - Ice Prism - Stormblade - Mythblade - Nature's Wrath - Death Prism - Balanceblade

      For this spell, each school has to fight some enemies to obtain the spell, and go to specific places. You must also have obtained your Level 7 Quest Spell.

      Fire -
      Areas you will be visiting: Firecat Alley, Ravenwood, Cyclops Lane
      Creatures to Duel: Any Fire Elf, Fire Crow (Rank 3 Fire - 395 Health)
      Quest Line:Fire it Up

      Ice -
      Areas you will be visiting: Triton Avenue, Colossus Boulevard, Ravenwood
      Creatures to Duel: Ice Colossus (Rank 3 Ice - 395 Health)
      Quest Line:No More Mr. Ice Guy

      Storm -
      Areas you will be visiting: Golem Court (Golem Tower), Ravenwood
      Creatures to Duel: Iron Golem (Rank 2 Storm Boss - 150 Health)
      Quest Line:I've Got the Power

      Myth -
      Areas you will be visiting: Ravenwood, Cyclops Lane, Olde Town
      Creatures to Duel: Guardian Troll (Rank 2 Myth Elite - 285 Health), Lumbering Trolls (Rank 1 Myth Elite - 135 Health)
      Quest Line:Mything in Action

      Life -
      Areas you will be visiting: Ravenwood, Golem Court (Golem Tower), Colossus Boulevard
      Creatures to Duel: Wooden Construct (Rank 1 Balance - 95 Health), Clockwork Golem (Rank 1 Life Elite - 135 Health), Iron Golem (Same as Storm Quest)
      Quest Line:Animation

      Death -
      Areas you will be visiting: Colossus Boulevard, Ravenwood, Nightside
      Creatures to Duel: Any Gobbler, Nightstalker (Rank 2 Death Elite - 285 Health) and Addere Timeo (Rank 2 Death Elite - 235 Health) Minion
      Quest Line:Make An Impression/Sweet Revenge

      Balance -
      Areas you will be visiting: Ravenwood, Triton Avenue
      Creatures to Duel: Storm Kraken (Rank 3 Storm Boss - 395 Health), Fire Crow (Same as Fire Quest), Ice Colossus (Same as Ice Quest)
      Quest Line:Sorcerer's Apprentice/Everything Being Equal



      Link; Deals 30 Fire Damage + 180 Fire Damage over 3 Rounds to target and Heals 15 + 105 Over 3 Rounds to self; 75% Acc.; 2 Pips - The first of 2 DOTs that both heals and hurts. It's one of Fire's only healing spells and although it doesn't give a lot of health, it also damages your enemy while your at it. It's a quick heal during early levels. Note that this is as effective a shield breaker as Fire Elf, but with a healing bonus in it for you.

      Ice Prism; Convert the next incoming Ice Damage spell into a Fire Damage spell to target; 100% Acc.; 0 Pips/ Death Prism; Convert the next incoming Death Damage spell or Drain Spell to a Life Damage spell to target; 100% Acc.; 0 Pips - Converts to Life and Fire Damage, but your blades & traps still work even so. Remember that Life shields are going to be thrown up by Death enemies and Fire shields by Life enemies, so be sure to come prepared to take care of those. Also put up this Before your Death Trap or Ice Trap, if you want it to work.

      Stormblade; +30% to next outgoing Storm Damage spell; 100% Acc.; 0 Pips/ Mythblade; +35% to next outgoing Myth Damage spell; 100% Acc.; 0 Pips - Your typical blades, this is the first boost for Storm and is a nice add-on to the Trap Myth has gotten. Mythblade will come in handy for your next few Spells, Humongofrog, Minotaur, Earthquake and Orthrus all are Multi-Hit spells and require two or more traps (one on each enemy for Humongofrog/Earthquake and two on the same enemy for Minotaur/Orthrus) - Your Myth Trap may go into retirement for a bit, but you can still use it if you find it efficient. Stormblade is a nice boost for any spell you have, they're all single-hit spells except for your AOE Spells, Tempest, Storm Lord, and Sirens, so you'll still find use of the trap you get yet.

      Nature's Wrath; Deals 240 - 300 Life Damage; 90% Acc.; 3 Pips - A nice change from all the healing spells, don't you think? It's a decent damage spell and will make your life just a bit easier. Remember that your battles may be a bit long, but you can always heal yourself consistently.

      Balanceblade; +25% to next outgoing Damage or Health Steal spell; 100% Acc.; 0 Pips - It gives the lowest boost to power, but it's universal, so you could put it on any of your friends and still have it work. It may not seem like a lot but you'd be surprised how much it can up your spells. This card will most likely never leave your deck.


      Wizard City Spells

      Steal Charm - Disarm - Myth Prism - Life Prism - Sacrifice - Black Mantle

      This spell is awarded for completing the main storyline quests in Wizard City (completing the quest "The Sixth School"). Ice is the only School that doesn't receive a spell for completing this quest.

      Steal Charm; Steal 1 Positive Charm from target; 80% Acc.; 1 Pip - This can be really handy when fighting enemies of the same school, or any balance ones. You take these charms and stack them onto your own, or if you really don't want them to have it, you can steal it anyways.

      Disarm; Remove 1 Positive Charm from target; 100% Acc.; 1 Pip - This can be useful if you want to use it, but you can also never use it and come through fine. It destroys any one positive charms (blades) on an enemy. If enemies are throwing up blades and you'd rather not deal with the damage, you can use this, it's not too pip efficient, but it'll get it's job done. As you progress, enemies will be putting up more and more blades, and it may get harder to constantly remove them all.

      Myth Prism; Convert the next incoming Myth Damage spell into a Storm Damage spell to target; 100% Acc.; 0 Pips/ Life Prism; Convert the next incoming Life Damage spell into a Death Damage spell to target; 100% Acc.; 0 Pips - Pretty Basic Prisms again. If you haven't read the other ones, just put these on enemies of the same school to convert it to the opposite school so they don't resist it. Keep in mind though that they are likely to shield against their opposite school because your spells get a boost off of them. If you don't want to put any training points into your opposite school to get rid of your buff problem, you can always use Treasure Cards (in Wizard City or Krokotopia) or just use a wand of the opposite school.

      Sacrifice; Inflict 250 Death Damage to self to heal 700 to target (self or ally); 100% Acc.; 3 Pips - Great for helping out defeated players and putting them back into battle. If you put a Death Shield on before using it, it'll block out most of the damage anyways. It will also provide you with 450 Health if used on yourself, and will restore you to 700 Health if the self inflicted damage defeats you.

      Black Mantle; -45% Accuracy to next spell to target; 100% Acc.; 0 Pips - This card is great for annoying people to death. It's very likely they will fizzle with this on, but there is no guarantee. I'd feel much better putting up a Weakness instead, Black Mantles may stop the spell they were going to cast, but it's also likely they will cast an even more powerful spell the next turn.


      Level 18 Spells

      Heck Hound - Ice Armor - Water Elemental - Cyclops Minion - Sprite Guardian - Curse - Mander Minion

      This is the spell you receive from your respective teacher at a quest at Level 18. For this quest, you will again have to fight enemies as well as visit a location in Krokotopia. You must have earned your Level 12 Spell before receiving the quest for this spell.

      Fire -
      Areas you will be visiting: The Oasis, the Royal Hall, the Hall of Champions, Ravenwood, the Krokosphinx, the Grand Arena, Olde Town
      Creatures to Duel: Frost Colossus (Rank 3 Ice Boss - 510 Health)
      Quest Line: Stone Cold (Fire)/Colossus Problem/Heck of a Spell

      Ice -
      Areas you will be visiting: Ravenwood, the Krokosphinx, the Hall of Champions, the Entrance Hall, Colossus Boulevard
      Creatures to Duel: Frost Colossus (Same as Fire Quest)
      Quest Line: The Ice Man Cometh/Going Ice Snaking

      Storm -
      Areas you will be visiting: The Commons, the Oasis, Ravenwood,
      Creatures to Duel: (2) Typhoon Krakens (Rank 2 Storm Elite - 285 Health)
      Quest Line: Inquisition Mission/Fill It Up/Test Your Might)

      Myth -
      Areas you will be visiting: Ravenwood, The Oasis, the Chamber of Fire, the Royal Hall, Cyclops Lane
      Creatures to Duel: 3 Death Pixies (Rank 3 Life Elite - 435 Health)
      Quest Line: Mything Reagents/Mything Vision

      Life -
      Areas you will be visiting: Unicorn Way, Ravenwood, The Oasis, the Royal Hall
      Creatures to Duel: Dark Fairies (Rank 1 Life Elite - 135)
      Quest Line: Wings and Things/Acetate Cloth/A Gem in the Rough/The Missing Gem

      Death -
      Areas you will be visiting: the Alter of Kings, The Commons, The Oasis, Nightside
      Creatures to Duel: None
      Quest Line: Information Dump/Making History/Speedy Delivery (Death)

      Balance -
      Areas you will be visiting: Ravenwood, the Alter of Kings, The Oasis, the Krokosphinx, the Entrance Hall, the Royal Hall, Olde Town
      Creatures to Duel: Storm Kraken (Rank 3 Storm Boss - 395 Health)
      Quest Line: Talking to Trees/Playing With Fire/Adding the Frosting/Take It by Storm/Bugging Out!



      Heck Hound; Deals 130 Fire Damage per Pip over 3 Rounds; 75% Acc.; X Pips - The most potent single-enemy X-Pip spell of them all. It does 1820 Damage Max, which is without boosts even. Although it does no damage on the initial cast, this spell can do some massive damage, but it is distributed over 3 rounds, so you'll have to wait that long for it to take effect. It's good to break a shield on the first round and give full damage the rest, this way your DPP (Damage Per Pip) isn't brought down in damage because of 1 shield.

      Ice Armor; Absorb 125 Damage per Pip for self only; 90% Acc.; X Pips - Ice's X-Pip is an Absorb Shield. Ice being all about defense, this is about as highly defended as you get. It can protect you from up to 1760 damage by Absorbing it, but just like Spirit Armor, Health Steals go right through it. Kind of stinks that it's to self only if you're trying to be a supporter in the battle, so you're going to have to wait later on to amp this up to any of your friends. Although it will take all your pips when you use it, you're just that more protected from damage. This spell is good to use if you're running low on health or if you just don't want to worry about healing or shielding yourself for as long as the absorb holds. Ice is all about patience, which is something you got to get used to.

      Water Elemental; Summon a Storm Minion; 100% Acc.; 3 Pips - A very misunderstood spell. At first, you see a stinky minion who only heals and shields himself, but the key is that he also taunts. The whole point of the minion is to make it so you're not getting attacked, and with the low health of Storm Wizards, not getting attacked is always preferable. He will also heal you on occasion.

      Water Elemental Stats:
      Health:700
      School:Storm
      Spells Known:Elemental Shield, Spirit Armor, Sprite, Storm Trap, Taunt, Ghoul

      Cyclops Minion; Summon a Myth Minion for 1 - 4 Pips; 100% Acc.; X Pip (1 - 4 Pips) - You can summon a Cyclops Minion (Depending on Pip Count), if you have more than 4, then a Warrior will be summoned automatically. This guy one of the best minions in the game, he shields and heals you, as well as breaking shields and dealing great damage. This guy can help you all throughout the Malistaire story.

      Cyclops Squire Stats:
      Pip Cost:1
      Health:150
      School:Myth
      Spells Known:Spirit Shield, Myth Trap, Mythblade, Donate Power, Sprite, Blood Bat, Troll, Cyclops, Ghoul, Snow Serpent, Sunbird, Storm Shark

      Cyclops Watcher Stats:
      Pip Cost:2
      Health:300
      School:Myth
      Spells Known:Spirit Shield, Sprite, Myth Trap, Mythblade, Donate Power, Sprite, Blood Bat, Troll, Cyclops, Ghoul, Snow Serpent, Sunbird, Storm Shark

      Cyclops Soldier Stats:
      Pip Cost:3
      Health:550
      School:Myth
      Spells Known:Spirit Shield, Sprite, Myth Trap, Mythblade, Donate Power, Sprite, Blood Bat, Troll, Cyclops, Ghoul, Snow Serpent, Sunbird, Storm Shark

      Cyclops Warrior Stats:
      Pip Cost:4
      Health:700
      School:Myth
      Spells Known:Spirit Shield, Sprite, Myth Trap, Mythblade, Donate Power, Sprite, Blood Bat, Troll, Cyclops, Ghoul, Snow Serpent, Sunbird, Storm Shark


      Sprite Guardian; Summon a Life Minion; 100% Acc.; 4 Pips - This little forest sprite will heal you up. Basically they take the burden of constant healing off your shoulders so you can attack.

      Forest Sprite Stats:
      Health:350
      School:Life
      Spells Known:Spirit Armor, Life Trap, Guiding Light, Sprite, Fairy, Unicorn, Satyr, Imp, Leprechaun

      Curse; +20% to next incoming Damage or Health Steal spell to target; 100% Acc.; 0 Pips - Just another way to pack-on damage with your Death Blade & Trap. This trap is also universal, so any school can use it, so be careful.

      Mander Minion; Summon a Balance Minion; 100% Acc.; 3 Pips - A helpful little guy that gives you pips and bugs the enemy. He won't attack much, he'll cast Balanceblade, Elemental Shield and Donate Power on you, and he'll put Elemental Traps, Weaknesses and Black Mantles on the enemy. When he does attack he casts Locust Swarm or Sandstorm, but mostly he'll just make the enemy weaker for you.

      Helpful Mander Stats:
      Health:300
      School:Balance
      Spells Known:Elemental Shield, Spirit Shield, Black Mantle, Weakness, Balanceblade, Elemental Trap, Donate Power, Power Play, Locust Swarm, Sandstorm


      Krokosphinx Spells


      Immolate - Steal Ward - Piecre - Lifeblade - Posion - Helping Hands

      This spell is rewarded for completing all of the storyline quests within the Krokosphinx (completing the quest "Back to Balance"). Storm is the only School that doesn't receive a spell for completing the Krokosphinx.

      Immolate; Inflict 250 Fire Damage to self to deal 600 Fire Damage to target; 75% Acc.; 4 Pips - This is a very powerful spell for your level, but it comes with a sacrifice. Blades and such will effect the damage dealt and the good thing is, you can shield against this. If you throw up the Fire Shield you got form Sabrina Greenstar you'll be hardly taking any damage at all, but if you're short on shields using this spell comes with a lot of risk.

      Steal Ward; Steal 1 Positive Ward from target; 80% Acc.; 2 Pips - This is good if you're enemy loves Tower Shields, or you just don't want the ward on them. You'll come up to enemies in the game that just love shielding against you (Ice ones in particular) and this spell makes quick work of those wards, and Towers are a bonus, because you can use them as well.

      Pierce; Remove 1 Positive Ward; 100% Acc.; 0 Pips - This will simply get rid of a ward. Unlike Steal Ward, you don't get the ward after, you just destroy it. Bosses and Mobs in the late game will just love Tower Shields, and this is a great way to get rid of them fast. It also is helpful when fighting enemies of your own or opposite school that tend to shield against the damage you deal, and with the multitude of Storm and Myth enemies, you'll be needing this often. Take note that also, your Minotaur/Orthrus will also make good work of any single shields on your enemy.

      Lifeblade; +40% to next outgoing Life Damage spell; 100% Acc.; 0 Pips - Life's the second-to-last school to get their much needed blade. A 40% Boost to damage will help you greatly in battles, especially with Life's low damage base, so be sure to keep this card handy in your deck at all times.

      Poison; Deals 40 Death Damage and 435 Death Damage over 3 Rounds; 85% Acc.; 4 Pips - Death's Shield Breaker. For Life enemies who shield more than they should, this is a good way to prevent them from shielding a few rounds. I'd use this somewhat close to when you're going to attack, and make sure you have enough pips leftover after your use of it to cast your attack. It's also a decent damage spell, it doesn't do quite as much as Skeletal Pirate, but it'll be helpful.

      Helping Hands; Heals 50 and Heals 490 over 3 Rounds - Here, Balance gets a really great healing spell, and for the low cost of 3 pips it's so worth using. When you get to the point where Power Pips are a normal thing, it's either use Four pips for 400 Healing or the same amount for 540? It's a no-brainier, and it provides a rather substantial amount of healing over 3 rounds, so it's a good contradiction to other DOTs. For immediate healing, though, Pixie is still a good card. The card needs to be used well before you reach a critical health, though, so that it takes effect before you really need help. Stacking them is also an option too, that way you can achieve over 1000 health for 6 pips.


      Krokotopia Spells

      Choke - Frostbite - Cleanse Charm - Cleanse Ward - Guidance - Beguile - Hex

      These spells are rewarded for completing the main storyline quests in Krokotopia "Completing the quest "Temple Dweller".

      Choke; Stun all enemies for one Round; 80% Acc.; 2 Pips - Good for 4v4 PvP, to keep the entire team stunned for a round, and also good for towers and certain dungeons where you'll encounter several regular enemies. It has a good chance to fizzle, so you can't rely on it entirely, but it gives you time if you really need it. This also works on several bosses now, so it can be a rather helpful spell if you're at a critical moment.

      Frostbite; Deals 70 Ice Damage and 480 Ice Damage over 3 Rounds; 80% Acc.; 5 Pips - Ice's shield breaker, it deals damage and prevents the enemy from shielding without getting rid of it immoderately for 3 rounds. Steal ward is always the less costly option, but the damage is a nice bonus. This is also Ice's most powerful damage spell thus far, so you'll be using it often anyways. It deals 150 Damage per round, plus that extra 70 Damage on the initial cast.

      Cleanse Charm; Remove 1 Negative Charm; 100% Acc.; 0 Pips - This gets rid of things like Weakness, Black Mantle, and Smokescreen. Good to have if you're going for max damage, but it's wise to use it soon before an attack so the enemy won't have time to put another on you. I wouldn't carry this around in regular mob fights, because you can take them down easily with a negative charm, but for boss fights it can be really helpful.

      Cleanse Ward; Remove 1 Negative Ward; 100% Acc.; 0 Pips - Removes those nasty traps, but most beneficial when it comes to the really nasty ones (coughFeintcough). Taking the time to remove a single, +20/30% Trap, though, might not be worth the effort, as it won't effect the damage of the incoming spell by a great deal. Feints, however, can be seriously bad business if left unattended, they aren't particularly prevalent in PvE until the later worlds, but show up in PvP quite often and it's a good idea to keep maybe 1 or 2 with you.


      Guidance; +10% Accuracy to the next spell for all friends; 100% Acc.; 1 Pip - Again, not sure how helpful this can be as you reach the higher stages of the game, but it can be of help nonetheless. It's a great counter to Smoke Screen and Black Mantle, it raises the chance for you and your teammates to not all fizzle. It also has use in making it so you're next healing spell can't fizzle, so it can be good to have in tight spots.

      Beguile; Target helps you for 1 Round; 85% Acc.; 3 Pips - This is a spell to have fun with. It basically confuses the enemy and makes them help you out. Not entirely reliable because they can help you a number of ways, by casting a Charm, or a Ward, or sometimes Heal you, however it can be quite the entertainment to watch enemies fight each other to death . I'd use it on Death enemies for serious situations, because they may put a Deathblade on you, or even Life so that they may give you an Absorb Shield or Heal you, and Ice could give you a Tower, but there's no guarantee it'll do something useful. Depending on how you want to use it the spell can also be a good replacement for a Stun, so good to have for Soloing if you're in a desperate situation, but most of the time using it is up to your playing style.

      Hex; +30% to next incoming Damage or Health Steal spell to target; 100% Acc.; 0 Pips - Your universal trap, any school can use these, and being more potent than most traps it can be a big help to you and others. A nice complement to Balanceblade, you'll find yourself using it a lot to get the most you can out of your damage spells.


      Level 28 Spells

      Fire Elemental - Ice Guardian - Tempest - Stun - Regenerate - Animate - Judgment

      You can visit your teacher when you hit Level 28 to receive the quest. Each requires you to fight a boss and visit a location in Marleybone. You must have gained your level 18 Spell before you can accept the quest for this spell.

      Fire -
      Areas you will be visiting: Firecat Alley, The Commons, Digmoore Station, Chelsea Court, Ravenwood
      Creatures to Duel: Mr. Incinerator (Rank 5 Storm Boss - 2,000 Health) & Clinker (Rank 4 Myth Boss - 1,000 Health)
      Quest Line: Burning Books

      Ice -
      Areas you will be visiting: Colossus Boulevard, Digmoore Station, Chelsea Court, Ravenwood,
      Creatures to Duel: Nimah the Wicked (Rank 4 Myth Boss - 2,000 Health) & Nightmare Spirit (Rank 5 Death - 625 Health) Minion
      Quest Line: Gathering Information/The Chest Awaits/Chilling Information

      Storm -
      Areas you will be visiting: Regent's Square, the Throne Room of Fire, Ravenwood, The Oasis, the Commons, the Alter of Kings
      Creatures to Duel:Krokenkahmen (Rank 4 Fire Boss - 695 Health) & Nirini House Guard (Rank 3 Fire Elite - 435 Health) or Nirini Ancient Guard (Rank 3 Death Elite - 450 Health)
      Quest Line: Make a Kroktail/Shake It Up/Boiling Hot

      Myth -
      Areas you will be visiting: Unicorn Way, Nightside, Regent's Square, Chelsea Court, Ravenwood
      Creatures to Duel: Kenedy the Klaw (Rank 5 Myth Boss - 1,500 Health) & Klaw Brother (Rank 4 Myth Boss - 1,000 Health) Minion
      Quest Line: Mything Persons

      Life -
      Areas you will be visiting: Chelsea Court, Ravenwood
      Creatures to Duel: Freddy Nine Lives (Rank 4 Death Boss - 1,000 Health) 9 times
      Quest Line: My Re-Generation

      Death -
      Areas you will be visiting: Chelsea Court, Nightside
      Creatures to Duel: Freddy Nine Lives (Same as Life Quest) 9 times
      Quest Line: Learning a Lesson

      Balance -
      Areas you will be visiting: The Oasis, the Alter of Kings, the Krokosphinx, Regent's Square, Chelsea Court
      Creatures to Duel: Lucius McTavish (Rank 5 Life Boss - 1,900 Health) & McTavish Brother (Rank 4 Myth Boss - 1,300 Health) Minion
      Quest Line: Paying Your Dues/Takin' the Omnibus/Winds of Change



      Fire Elemental; Summon a Fire Minion; 100% Acc.; 3 Pips - He heals you and breaks shields for you, he also throws Smoke Mantles on your enemies from time to time to make your life that much easier.

      Fire Elemental Stats:
      Health:400
      School:Fire
      Spells Known:Sprite, Fire Shield, Glacial Shield, Smoke Mantle, Fireblade, Fire Trap, Fire Elf, Link

      Ice Guardian; Summon an Ice Minion; 100% Acc.; 3 Pips - This guys is mainly for damage purposes. He casts mainly mutated Storm and Fire spells and blades himself and you. He's a good companion to really deal damage and make battles shorter and easier.

      Ice Guardian Stats:
      Health:400
      School:Ice
      Spells Known:Iceblade, Ice Trap, Frost Beetle, Ice Cat, Ice Bats, Snow Shark, Ghoul, Fire Elf, Lightning Bats, Storm Shark

      Tempest; Deals 80 Storm Damage per Pip to all enemies; 70% Acc.; X Pips - The All-Powerfull X-Pip AOE. This is a key in all Storm Strategy. It can wipe out Minions & Bosses in a single hit as well as large groups of Mobs. It has great potential, and with Windstorm and Stormblade even greater. It can be further buffed with Darkwind which you receive later down the way, this spell can be of great use if used to it's full potential, use it wisely!

      Stun; Stun target for 1 Round; 70% Acc.; 0 Pips - Pretty much the same spell as Freeze for Myth Students. A good turn-waster and a nice way to keep a minion quiet for a round, trick still is to get it to work for you.

      Regenerate; Heals 52 and Heals 1,101 over 3 Rounds; 90% Acc.; 5 Pips - One of the best single-person healing spells. Another good counter to DOTs and a good way to keep your health up over a few rounds, allowing you to be able to recover from most attacks. But like most HOTs you should use it before you're in a low health range so that you don't reach it, and it may not do enough over one round to keep you from dying the next.

      Animate; Summon a Death Minion; 100% Acc.; X Pips - Death's X-Pip is a Minion spell, it gives a variety of minions for 1-14 pips, with a stronger minion for more Pips obviously (the minion section may get long, feel free to skip it).

      Ethereal Servant Stats:
      Pips:1
      Health:100
      School:Death
      Spells Known:Tower Shield, Deathblade, Taunt, Dark Sprite, Vampire

      Charmed Sprite Stats:
      Pips:2
      Health:200
      School:Death
      Spells Known:Tower Shield, Deathblade, Taunt, Dark Sprite, Ghoul, Vampire

      Crypt Watchguard Stats:
      Pips:3
      Health:300
      School:Death
      Spells Known:Tower Shield, Spirit Armor, Weakness, Deathblade, Death Trap, Taunt, Dark Sprite, Ghoul, Vampire, Fire Elf, Lightning Bats, Evil Snowman

      Ghoulish Retainer Stats:
      Pips:4
      Health:400
      School:Death
      Spells Known:Weakness, Plague, Deathblade, Death Trap, Ghoul, Vampire, Fire Elf, Lightning Bats, Evil Snowman

      Summoned Soul Stats:
      Pips:5
      Health:500
      School:Death
      Spells Known:Weakness, Plague, Deathblade, Death Trap, Ghoul, Vampire, Cyclops, Fire Elf, Sunbird, Ice Wyvern, Storm Shark, Kraken

      Captive Banshee Stats:
      Pips:6
      Health:600
      School:Death
      Spells Known:Weakness, Plague, Deathblade, Death Trap, Ghoul, Vampire, Fire Elf, Sunbird, Ice Wyvern, Storm Shark, Kraken

      Living Scarecrow Stats:
      Pips:7
      Health:700
      School:Death
      Spells Known:Tower Shield, Deathblade, Death Trap, Ghoul, Vampire, Poison, Fire Elf, Storm Shark, Kraken, Ice Wyvern

      Ghastly Spectre Stats:
      Pips:8
      Health:800
      School:Death
      Spells Known:Tower Shied, Deathblade, Taunt, Doom and Gloom, Dark Sprite, Ghoul, Poison, Vampire, Scarecrow, Fire Elf, Ice Wyvern, Storm Shark, Kraken

      Enchanted Howler Stats:
      Pips:9
      Health:900
      School:Death
      Spells Known:Tower Shield, Deathblade, Death Trap, Taunt, Dark Sprite, Ghoul, Vampire, Fire Elf, Ice Wyvern, Kraken

      Crypt Walker Stats:
      Pips:10
      Health:1,000
      School:Death
      School Known:Tower Shield, Weakness, Deathblade, Death Trap, Ghoul, Vampire, Fire Elf, Lightning Bats, Kraken, Evil Snowman

      Risen Tomb Master Stats:
      Pips:11
      Health:1,100
      School:Death
      Spells Known:Deathblade, Death Trap, Ghoul, Poison, Scarecrow, Fire Elf, Ice Wyvern, Lightning Bats, Kraken

      Skeletal Sergeant Stats:
      Pips:12
      Health:1,200
      School:Death
      Spells Known:Tower Shield, Deathblade, Death Trap, Ghoul, Vampire, Poison, Fire Elf, Kraken

      Soul Crusher Stats:
      Pips:13
      Health:1,300
      School:Death
      Spells Known:Death Shield, Plague, Deathblade, Death Trap, Curse, Taunt, Ghoul, Vampire, Poison, Skeletal Pirate, Wraith, Scarecrow, Fire Elf, Sunbird, Storm Shark

      Death Incarnate Stats:
      Pips:14
      Health:1,400
      School:Death
      Spells Known:Death Shield, Plague, Deathblade, Curse, Death Trap, Taunt, Vampire, Poison, Skeletal Pirate, Wraith, Scarecrow

      Judgment; Deals 100 Balance Damage per Pip; 85% Acc.; X Pips - From the moment you get this, it will be your main Single-Enemy damage spell. It does up to 1,400 Damage without boots, and can easily take out bosses and mobs alike. It will probably be the last Single-Enemy Balance Damage Spell you get for a while, but it won't be leaving your deck anytime soon.


      Marleybone Spells

      Scald - Wild Bolt - Blinding Light - Guiding Light - Plague - Bladestorm

      This spell is rewarded for completing the main storyline quests in Marleybone (finishing the quest "Bad News..."). Ice is the only school that doesn't receive a spell for completing Bad News...

      Scald; Deals 495 Fire Damage over 3 Rounds to all enemies; 75% Acc.; 5 Pips - Your first AOEDOT (Area of Effect Damage Over Time), and a new way to deal with those pesky mobs!

      Wild Bolt; Deal 10, 100, or 1,000 Storm Damage; 70% Acc.; 2 Pips - A spell completely based off of luck. It either hits 10, 100, or 1000 Damage for 2 Pips. This is one of those spells you can use for a number of things, like shield breaking, where it can do 2, 20 or 200 Damage if it gets through a Storm Shield. You can also keep it in your deck when your enemy (boss or mob) has a bit more health than your wand spell can take care of with a wand, especially considering you likely have an opposite school wand, and with out huge damage boosts, this can be pretty beefed up and have a 66% Chance to hit 100 or 1000, but it can still hit 10 and waste all the time you put in preparing for it. It's just a really situational spell.

      Blinding Light; Stun all enemies for 1 Round; 80% Acc.; 2 Pips - Stuns all enemies, not the best for regular mob fights considering that it costs 2 Pips, but it is good if you need to buy some time, like I've said before, now that a lot of Bosses/Minions aren't stun resistant this can really help you out if you find yourself in one of those close call situations.

      Guiding Light; +30% to next outgoing Healing spell; 100% Acc.; 0 Pips - One of the best spells out there. Especially for a Life Wizard, who's never gotten a healing buff before! This spell, along with the Troll Ear Pendant, which gives two additional (and stack-able) Guiding Lights, Brilliant Light, and all sorts of Healing Boosts that come with Celestia/Wintertusk Gear you can over-heal your friends like never before. Also good for solo play, to bump your healing spells up that little bit that makes them just that much more effective.

      Plague; -20% to next outgoing Damage or Health Steal spell to all enemies; 100% Acc.; 1 Pip - A great soloing tool. Weakens all your enemies so you don't have to worry about them dealing super huge damage, and other enemies can't break these! Helps keep the damage to a minimum, but with the Pip Cost of 1, not the best thing to use repetitively if you want to get some sort of hit in there.

      Bladestorm; +20% to next outgoing Damage or Health Steal spell to all friends; 100% Acc.; 1 Pip - The Ultimate Friend Buffing Spell. It buffs you along with all your pals, and it also provides you with another Blade to add onto Balanceblade, which allows you to have a 45% Boost rather than just 25%.


      Level 35 Spells (Baldur Goldpaws's Quest 1)

      Fuel - Legion Shield - Supercharge - Shatter - Triage - Dark Pact - Elemental Defuse - Spirit Defuse

      This spell is rewarded for completing the quests "I Know a Guy..." and "Thief of Spells" in Grizzleheim. Before accepting the quest "I Know a Guy...", you must have completed the quest "One in the Snout" in Mirkholm Keep. For this spell, no matter what school your wizard is, you will be dueling Vognir Runethief (Rank 6 Myth Boss - 2,200 Health) and a minion; Winterwing Guard (Rank 6 Elite Ice - 1,050 Health).

      Fuel; +25% to the next 3 incoming Fire Damage spells to target; 100% Acc.; 2 Pips - This acts as a Trap for your DOT Spells, it also can be used with your current Fire Trap. This works best for DOTs like Heck Hound & Scald, because they use all the traps up. It's still useable with Fire Elf, Link, Fire Dragon, and other spells like them, but they use up the three traps before the spell is done taking effect.

      Legion Shield; -30% to next incoming Damage or Health Steal spell to all friends, 100% Acc.; 1 Pip - A 30% Tower Shield that stacks with a regular one, and any other shields you currently have up. It helps Ice act in a more supportive roll when they need to.

      Supercharge; +10% per Pip to next outgoing Storm Damage spell for self only; 100% Acc.; X Pips - This is another Blade to add on with Stormblade, if you do use it, I would go pretty big, a 7 to 10 pip Supercharge can be better than a Feint to every enemy on the playing field. It really helps in soloing and while your working your way up to Feint or other damage-enhancing spells. The only thing with it is the large amount of pips you have to put into it, although I've found recovering pips doesn't take as long as you'd think it would. It's an excellent addition onto Storm Lord or Tempest.

      Shatter; Remove all Positive Wards from target; 100% Acc.; 3 Pips - This may seem like another Earthquake at first, but this does work a bit better. It only removes Positive Wards, so your enemy will retain all the charms they have, but it also doesn't remove your traps. Downside is, as a Myth student, Traps may not be the most common thing you use, and I don't think you'll find any enemy (except maybe in Wintertusk) who puts up shields enough for you to need to shatter them. For PvE, Pierce works just wonderfully - but for PvP with all those people who love stacking shields, bring it on.

      Triage; Remove 1 Damage Over Time effect from target; 100% Acc.; 0 Pips - This spell, I think, works better in support roles than on yourself. If you want to use it on yourself, let's say you're going first, your enemy hits you with a DOT, and it does the small amount of damage, there goes one shield. Then, the next round, you'll have to endure a SECOND hit before you can use Triage on yourself - that's two shields gone. Even if you're going second, and you see it coming, you still have to endure the first and second hits before you can use it on yourself. The beauty of this spell is, you can remove it from a friend who just got the cast on them (if you go before them), so they only have to endure the first hit. This can go both ways, being useful in PvP or PvE, just kinda depends on what enemies your facing and if you can keep your health pretty controlled with healing.

      Dark Pact; Inflict 300 Death Damage to self and get +30% to next outgoing Damage or Health Steal spell; 100% Acc.; 1 Pip - This acts as your only stackable blade, as opposed to your usual traps. It can be a spell used in support or every day combat. If you're willing to put a Death Shield up, most of the damage is avoided, but if you chose not to, well, it kinda depends on your damage boosts and resists, also if you feel comfortable using it. Also make sure this is your first blade you put up if you decide using it, or all of your stacked up blades go bye bye with the self inflicted damage. This spell is kinda like Feint - do you avoid the extra damage or dish out more?

      Elemental Defuse; Dispel the next Fire, Ice, and Storm spells to target; 100% Acc.; 5 Pips/ Spirit Defuse; Dispel the next Life, Death, and Myth spells to target; 100% Acc.; 5 Pips - Due to their super high pip cost, I don't find them very useful for regular PvE, and definitely not for PvP. I have made use of them through cheating dungeons, though. The Myth & Storm Dispels take away any nasty Blade/Trap Removal effects and the others that are on there as well, for many bosses, remove the repercussions of putting up a Blade or Trap. Thing with dispels, though, is it uses up your enemy's pips when they cast the spell instead of just making them miss - so if you really need something not to cast a certain spell, this could work for you.


      Level 38 Spells

      Smoke Screen - Iceblade - Triton - Minotaur Minion - Dryad - Empower - Spectral Minion

      You're sent on yet another quest at Level 38, this one requires you to defeat a boss and visit a location in MooShu. You must have earned your Level 28 spell before being able to accept the quest for this spell.

      Fire -
      Areas you will be visiting: Jade Palace, Tatakai Outpost, Ravenwood, the Krokosphinx, the Alter of Kings, the Entrance Hall, Firecat Alley
      Creatures to Duel: Takeda Kanryu (Rank 6 Fire Boss - 1,300 Health) & 2 Otomo Soldier (Rank 5 Ice Elite - 675 Health) Minions
      Quest Line: Bird of a Feather/Temper Temper.../Fire Creature Feature

      Ice -
      Areas you will be visiting: Jade Palace, Crimson Fields, Ravenwood, the Krokosphinx, the Well of Spirits, Colossus Boulevard
      Creatures to Duel: Udo Jin-e (Rank 6 Storm Boss - 1,300 Health) & 2 Kakeda Stalker (Rank 5 Balance - 675 Health) Minions
      Quest Line: The Fungus Among Us/Removing Toxins/Ice Creature Feature

      Storm -
      Areas you will be visiting: the Cave of Solitude, Ravenwood, Shirataki Temple
      Creatures to Duel: Plague Oni (Rank 7 Balance Boss - 2,200 Health) & an Imitsu Defouler (Rank 5 Myth - 675 Health) Minion
      Quest Line: Trip to MooShu/Taking from the Pool/Cleaning Up a Mess/Before the Storm

      Myth -
      Areas you will be visiting: The Commons, Jade Palace, Kishibe Village, Ravenwood, the Krokosphinx, the Well of Spirits, Triton Avenue
      Creatures to Duel: Kurogaso (Rank 7 Ice Boss - 1,800 Health) & an Imitsu Punisher (Rank 6 Balance - 700 Health) Minion
      Quest Line: Mything Link/Mything Well/Myth Taken Identity

      Life -
      Areas you will be visiting: the Altar of Kings, Ravenwood, Sunken City, Shiritaki Temple
      Creatures to Duel: Many (completion of the Sunken City dungeon), Plague Oni (Same as Storm Quest)
      Quest Line: Nature's Lock/Book Return/Beat the Plague

      Death -
      Areas you will be visiting: the Well of Spirits, Ravenwood, the Crimson Fields, Nightside, the Haunted Cave
      Creatures to Duel: War Oni (Rank 7 Fire Boss - 2,000 Health) & an Otomo Courier (Rank 5 Ice - 625 Health) Minion
      Quest Line: Bottled Up/In the Clearing

      Balance -
      Areas you will be visiting: Jade Palace, the Cave of Solitude, the Krokosphinx, the Altar of Kings, the Entrance Hall, the Well of Spirits, Ravenwood
      Creatures to Duel: Hyottoko (Rank 6 Myth Boss - 1,800 Health) & a Kakeda Stalker (Rank 5 Balance - 675 Health) Minion
      Quest Line: Present Danger/Red Heat/Second Frost/Perfect Storm/Balancing Act



      Smoke Screen; -40% Accuracy to next spell to all enemies; 100% Acc.; 1 Pip - An Accuracy Reducer to all enemies. This, again, if you're desperate not to take damage one round, can work. It works in 2v2-4v4 As well, due to it can buy your team potentially another round. If you have your Fire Minion, though, he'll pump this out much more than you normally would anyways. Just remember that even though the small chance, people can still have spells work.

      Iceblade; +40% to next outgoing Ice Damage spell; 100% Acc.; 0 Pips - Um, FINALLY. This will help your damage output like no other spell, and because you don't get a lot of damage boosts from gear, you'll be very thankful to have this. Pretty much use it with everything.

      Triton; Deals 795 - 875 Storm Damage; 75% Acc.; 6 Pips - Storm gets their 6-Pip Spell before their 5-Pip one (provided they're willing to do the quest), and, unlike all the other schools, you can't train it. This spell is actually very awesome, it offers more Punch Per Pip than Leviathan and is one of your core attack spells until Legendary levels, and probably further.

      Minotaur Minion; Summon a Myth Minion; 100% Acc.; 3 Pips - He works like a buffed-up Water Elemental. He shields you and himself, heals both of you, and taunts the enemy. With 700 Health he'll be hard to take down by your opponents and helps you focus on attacking more than defending yourself.

      Enraged Minotaur Stats:
      Health:700
      School:Myth
      Spells Known:Tower Shield, Spirit Armor, Myth Trap, Taunt, Sprite, Troll, Ghoul, Vampire

      Dryad; Heals 200 per Pip; 90% Acc.; X Pips - Life's X Pip (Healing) Spell. Offers less Healing per Pip than Satyr or Fairy, but for Six Pips and up , it can be your most substantial immediate healing spell.

      Empower; Inflict 300 Death Damage to self to gain 3 Pips (can't critical self); 100% Acc.; 1 Pip - For one pip, this gives you three (regular pips), basically gaining 2 Pips. Again, like Dark Pact & Sacrifice, it's a very situational spell. If you need pips fast, this spell is great - even better when giving them to someone else. The damage, as usual, is up to you on weather you want to deal with it or not, with higher resistances it won't matter as much, but it may put you in danger if not used correctly.

      Spectral Minion - Read up on the Ice Guardian/Fire Elemental/Water Elemental spells, because it basically gives one of the above. All these guys are helpful in their own way, but you can't count on getting one or the other, which makes it hard for Fire or Ice enemies but if you're not happy with the one you received, you can always sap them for health.


      Level 48 Spells

      Fire Dragon - Frost Giant - Storm Lord - Orthrus - Rebirth - Scarecrow - Power Nova

      For each of these quests, you must visit a location in DragonSpyre and defeat a Boss. Before accepting this quest, you must have earned your Level 38 spell.

      Fire - You must defeat Alicane Swiftarrow (Firecat Alley), Biti Nirini (Royal Hall), a Stray Sunbird (Chelsea Court), and Ember Everburn (Ancient Burial Grounds) and collect a fire shard (from each), talk to Dalia Falmea in the School of Fire, talk to Pierre Gallantmane in the Shopping District (in the Wizard City Amulet Shop), locate the flame kiln in the Atheneum (in the Dragonspyre Ring Shop) and collect the flame crux, talk to Pierre Gallantmane, talk to Dalia Falmea so she can create a dragonstar with the reagents, defeat Mavra Flamewing in The Plaza of Conquests to use her tower to summon a Fire Dragon with the dragonstar, and talk to Dalia Falmea (Quest Line:Shard Trek/Goldfinger/Tower of the Inferno)
      NOTE: After you have completed this quest and earned Fire Dragon, provided you have earned ALL Fire spells up to Level 48, you will earn the "Master of Fire" badge.

      Ice - You must talk to Kelvin in Ravenwood, defeat Krag Stonechin (Grand Arena), a Burly Troll (Knight's Court), Grum Foultooth (The Crimson Fields) to prove you aren't afraid of trolls for the Ice Titans (Frost Giants), talk to Lydia Greyrose in the School of Ice, talk to Lady Oriel and retrieve some pure loam in Unicorn Way, talk to Kazul Ironhelm and retrieve some everfrost ice fragments in Colossus Boulevard, talk to Lydia Greyrose, melt the everfrost ice fragments into the pure loam at the flame kiln in The Atheneum (same one used in Fire's Level 48 Quest) to shape a horn of eternal winter, talk to Lydia Greyrose so she can put the final enchantments on the horn (of eternal winter), go to Hildreth's Perch in Colossus Boulevard to try to summon a Frost Giant with the horn of eternal winter, and talk to Lydia Greyrose (Quest Line:The Troll Bridge/Frost Giant's Potter/Kiln or Be Kiln/Horn of Winter)
      NOTE: After you have completed this quest and earned Frost Giant, provided you have earned ALL Ice spells up to Level 48, you will earn the "Master of Ice" badge.

      Storm - You must defeat Gearheads and collect 5 component parts in Chelsea Court, talk to Halston Balestrom in the School of Storm, talk to Sohomer Sunblade in Triton Avenue, talk to Keisar Hal'am in The Oasis (inside the Krokotopia Athame & Hat Shop), talk to Milos Bookwyrm in the Atheneum, locate Pitter Daybreeze's tower in The Labyrinth, search the rubble for the plans to the oscillation overthruster, talk to Halston Balestrom, talk to Sohomer Sunblade, talk to Halston Balestrom, go to Four Fall Mills's triton statue and use the oscillation overthruster to summon a Storm Lord, and talk to Halston Balestrom (Quest Line:Component Opponent/Pitter Pattern/Some Assembly Required/Stormbringer)
      NOTE: After you have completed this quest and earned Storm Lord, provided you have earned ALL Storm spells up to Level 48, you will earn the "Master of Storm" badge.

      Myth - You must talk to Harold Argleston in the Wizard City Library to find a book on the Orthrus, talk to Zan'ne in the Oasis Library to find the book, talk to Clancy Pembroke in the Royal Museum to find the book, talk to Harold Argleston and get the book "Mulder's Cryptozoological Survey of Multi-Headed Canines and their Influence in Folklore, Myth, and Popular Culture: Op through Ot., talk to Cyrus Drake in the School of Myth, use the school desk to right your report (in the School of Myth), talk to Cyrus Drake, talk to Milos Bookwyrm to learn how to find the Orthrus collars, defeat Ranulf Moonclaw (Rank 8 Myth Elite - 1,115 Health) & a Horned Barbarian Minion (Rank 7 Myth Elite - 1,010 Health) and collect Orthrus' collars in The Labyrinth, talk to Cyrus Drake, talk to Dworgyn in the School of Death and retrieve a bone (from a two headed cat; the natural enemy of the Orthrus), talk to Cyrus Drake, summon the Orthrus with the bone in the Ancient Burial Grounds, and talk to Cyrus Drake (Quest Line:Two Heads Are Better Than One/First Time Collar/Bone to Be Wild/Give a Dog a Bone)
      NOTE: After you have completed this quest and earned Orthrus, provided you have earned ALL Myth spells up to Level 48, you will earn the "Master of Monsters" badge.

      Life - You must talk with the 3 powerful tree-lords and collect a small token of favor; Bartleby in Ravenwood (who gives you a piece of his bark), Niles at the Krokosphinx Isle (who gives you a small wooden chain of twisted vine), and Oakheart in Jade Palace (who gives you a small clasp of heartwood), talk to Moolinda Wu in the School of Life (who fashions the tokens into a necklace), talk to Milos Bookwyrm in the Atheneum to learn the location of the rota of reading, defeat The Collector and collect the rota of reading in The Drake Hatchery (which you only get half of), talk to Milos Bookwyrm about obtaining the other half of the crystal, defeat Scarrik Gallowgaunt (Rank 8 Life Elite - 1,115 Health) & a Greyback Trollkin Minion (Rank 8 Myth - 955 Health) and collect the other half of the rota of reading in the Labyrinth, talk to Milos Bookwyrm, use the empty crystal reading stand in the Atheneum to read the rota of reading, talk to Moolinda Wu, talk to Lady Oriel and retrieve a bouquet of flowers (of frostflowers, cactus blooms, mystic flowers, pearl orchids, and fireblooms), talk to Moolinda Wu, go outside of the festival park in Cyclops Lane and recite the rota of reading (which summons The Grandfather Tree Bartleby), and talk to Moolinda Wu (Quest Line:Summer is Coming/The Rota of Reading/Say It with Flowers/Loudly Sing Cuckoo)
      NOTE: After you have completed this quest and earned Rebirth, provided you have earned ALL Life spells up to Level 48, you will earn the "Master of Nature" badge.

      Death - You must talk to Dmitri Ironchains in the Labyrinth about collecting a dram of the quintessence of fear, locate the cistern in the Necropolis containing the quintessence of fear (which is by a Restless Soldier [Rank 7 Storm Elite - 1,010 Health] and an Undead Wizard [Rank 7 Death - 950 Health]) and collect (a dram), talk to Dworgyn in the School of Death, defeat Kagemoosha (the penultimate boss in the Tree of Life) and collect a seed of death, talk to Dworgyn, talk to Mortis in Nightside and retrieve some twigs, talk to Gloria Krendell in Olde Town and retrieve some sackcloth, talk to Dworgyn for help crafting a scarecrow doll with the sackcloth, twigs, and seed, go to the yard outside Stormdrain Tower in Haunted Cave and water the scarecrow with the quintessence of fear to summon it, and talk to Dworgyn (Quest Line:Rain on the Scarecrow/Seed of Death/Playing with Dolls/Don't Fear the Reaper)
      NOTE: After you have completed this quest and earned Scarecrow, provided you have earned ALL Death spells up to Level 48, you will earn the "Master of Death" badge.

      Balance - You must talk to Zanetta Stormbreaker in the Crucible about obtaining a harmonious crystal, collect a raw crystal cluster of the harmonious crystal in the Hall of Glory in the Necropolis (which is a small dungeon, the first floor having a Fire Scavenger [Rank 7 Fire Elite - 1,010 Health] and a Burning Hate [Rank 6 Fire Elite - 840 Health], and the second having a Stray Fireflier [Rank 8 Fire - 955 Health] and a Greyback Trollkin [see Life's quest above]), talk to Alhazred in the School of Balance, defeat the Plague Oni in Shiritaki Temple and infuse its essence into the harmonious crystal, talk to Alhazred, talk to Jared Bankes in Regent's Square (in Jack Russell Jewelers) and ask him to mount the harmonious crystal in a golden casing, talk to Alhazred, go to the foot of the Krokosphinx and smash the crystal to bits (which summons a Judgement granting the spell to you), and talk to Alhazred (Quest Line:Nova Express/Sickness and Health/Crystal Command/Breaking Glass)
      NOTE: After you have completed this quest and earned Power Nova, provided you have earned ALL Balance spells up to Level 48, you will earn the "Master of Balance" badge.



      Fire Dragon; Deals 440 Fire Damage and 351 Fire Damage over 3 Rounds to all enemies; 75% Acc.; 7 Pips - Another AOEDOT, but unlike Scald, this has a big hit to start and then does less over 3 Rounds. That can be good in the fact that you can get damage out quickly, but it also hinders your ability to effectively break shields and deal damage because your first big hit is likely the one to be shielded. All in all, this is the most powerful of the Level 48 AOE Spells damage wise, even beating out Storm Lord.

      Frost Giant; Deals 475 Ice Damage to all enemies and Stun all enemies for 1 Round; 80% Acc.; 7 Pips/ Storm Lord; Deals 690 Storm Damage to all enemies and Stun all enemies for 1 Round; 70% Acc.; 7 Pips - Ice and Storm have different variations of the same spell. Both are AOE Spells, but Storm deals much more damage than Ice, as usual. Both have a secondary stun effect after - this now works on most regular bosses.

      Orthrus; Deals 50 Myth Damage and 650 Myth Damage; 80% Acc.; 7 Pips - The Only Non-AOE Level 48 Spell, probably because you got that awesome AOE Earthquake six levels earlier. It does deal incredible damage, though, and even though you may still count on Frog and Minotaur for mobs, this guy will wipe out bosses white ease. Like with Minotaur, the double hits make it difficult to trap & prism, but it can be easily buffed with your multitude of blades/bubbles (globals).

      Rebirth; Heals 650 to all friends and Absorb 400 Damage to all friends; 90% Acc.; 7 Pips - The only Non Attack Level 48 Spell. It's Life's best HAF (Heal All Friends) spell to to date, and definitely beats out Unicorn. The great part about the spell is the built in Spirit Armors you give to all of your friends, this can be a life saver in both team PvP and PvE.

      Scarecrow; Steals 400 from all enemies, convert half to Health; 85% Acc.; 7 Pips - Death finally gets an AOE, and even better, it's a Life Steal. It's between a Wraith/Vampire in health, and you'll get roughly 400 back form two enemies, 600 from three, and 800 from four. Between Dark Pact, Spirit Blade, and Deathblade, you can make up easily enough for this being the weakest of the AOEs.

      Power Nova; Deals 470 Balance Damage to all enemies and -25% to next outgoing Damage spell to all enemies; 85% Acc.; 7 Pips - The Charm spell of the bunch (but still enchantable), it does slightly less than Frost Giant, but has a really nice Weakness to all enemies effect, which can really help keep the damage to a minimum when hitting multiple times.


      Level 55 Spells (Baldur Goldpaws's Quest 2)

      Power Link - Frozen Armor - Insane Bolt - Talos - Brilliant Light - Virulent Plague - Availing Hands

      This spell is rewarded for completing the quests "The Spell Trade" and "The Runedown" in Grizzleheim. Before accepting the quest "The Spell Trade", you must have completed the quest "Thief of Spells" in Mirkholm Keep, therefore earning you Level 35 Spell, and completed the quest "Su Su Sudrilund". For this spell, no matter what school your wizard is, you will be dueling Skabrok (Rank 10 Storm Boss - 8,470 Health) and a minion; Winterwing Battler (Rank 6 Fire - 980 Health).

      Power Link; Deals 55 Fire Damage + deals 345 Fire Damage over 3 Rounds and heals 40 + heals 240 over 3 Rounds to self; 75% Acc.; 4 Pips - A more powerful Link that provides more healing and deals more damage. This will be more helpful than Pixie in most cases, considering you can use your power pips with it - and it does damage as well. (To learn this spell, you must have earned Link)

      Frozen Armor; Absorbs 175 Damage per Pip; 100% Acc.; X Pips - A super powered Ice Armor. Besides just absorbing more damage, but not health steals, which is taken for granted with the other absorbs, it can be used on friends as well as yourself, like Legion Shield, allowing Ice to play as an assisting school. (To learn this spell, you must have learned Ice Armor)

      Insane Bolt; Deals 1,000 Moon Damage to enemy or 10,000 Moon Damage to self; 100% Acc.; 2 Pips - A Wild Bolt with more consequence. Even though it does Moon Damage, it still takes gear and buffs into account, and it also doesn't hit you as often as you'd think. It's supposed to be more of a last resort spell to quickly get damage in, not really part of your main strategy. I believe its chances of hitting you are relatively low, but it can still be a one way ticket to the Commons. Note that this spell can't be used in PvP. (To learn this spell, you must have learned Wild Bolt)

      Talos; Summon a Myth Minion; 100% Acc.; 5 Pips - This guy, I think, is supposed to be a better version of Minotaur Minion. He's a wildly great minion, he serves the same purpose as Myth's other great minion (Cyclops) and casts higher rank spells. His solid 1,000 Health (Note: He is only 5 Pips, while in order for Death to get a minion of equal health would have to spend 10) will keep him from going anywhere anytime soon.

      Talos Stats:
      Health:1,000
      School:Myth
      Spells Known:Mythblade, Hex, Stun, Talos Attack (200 Myth Damage), Yellow Troll, Humongofrog, Minotaur, Earthquake

      Brilliant Light; +30% to next outgoing Healing Spell to all friends; 100% Acc.; 2 Pips - A new way for Life to help out their friends in group play. This gives a stackable Guiding Light to you, as well as one to each of your friends. This just adds on to your group healing output as well as allowing your friends to more effectively heal themselves to take a bit of pressure off you. (To learn this spell, you must have learned Guiding Light)

      Virulent Plague; -40% to next outgoing Damage or Health Steal spell to all enemies; 100% Acc.; 3 Pips - This is a great tool for Soloing. The pip cost is a bit high, but it can greatly help you out when soloing harder Instances/Dungeons to help keep the damage to a minimum. (To learn this spell, you must have learned Plague)

      Availing Hands; Heals 70 + Heals 780 over 3 Rounds; 90% Acc.; 4 Pips - Now, Balance Wizards no longer have to rely on Life Spells for healing support or just Helping Hands and Pixie. This spell does a whole lot of healing for you for just one more pip than Helping Hands, it gives you new purpose as a healer and supportive player. It heals about as much as Satyr, and you get it for free and can use it much more efficiently and continuously - it also saves you seven training points! (To learn this spell, you must have learned Helping Hands)


      Level 58 Spells

      Efreet - Snow Angel - Leviathan - Medusa - Forest Lord - Skeletal Dragon - Ra

      For your Level 58 Quest, you must defeat a School specific boss. You cannot receive help with these quest bosses. All these bosses cheat in the same way, if you put any type of Charm or Ward up, they will interrupt the battle order and place a Hex on you. You must have learned your Level 48 Spell before accepting the quest for this Spell.

      Fire - You must talk to Bernie about the Efreet in Ravenwood, talk to Dalia Falmea about breaking the Fire Seal in the School of Fire, go to Sothmekhet's Sanctum in the Karanahn Barracks, defeat Sothmekhet (Rank 10 Ice Boss - 15,840 Health) & a Thrall of Sothmekhet (Rank 10 Storm Elite - 1,195 Health) and release the Fire Seal in the Karanahn Barracks, talk to Dalia Falmea and obtain the incantation to summon the Efreet, go to Dmitri's Hangout in the Labyrinth and summon the Efreet, and talk to Dalia Falmea (Quest Line:Red Lady Too/I Call Your Name/The Inner Light)


      Ice - You must talk to Kelvin about the Snow Angel in Ravenwood, talk to Lydia Greyrose to learn how to summon the Snow Angel in the School of Ice, talk to Hagen Shieldbreaker in Savarstaad Pass to learn how to acquire a Frost Diamond, go to Volkir Rimeaxe's Crag in Savarstaad Pass, defeat Volkir Rimeaxe (Rank 10 Myth Boss - 9,900 Health) & a Minion of Volkir (Rank 10 Fire Elite - 1,475 Health) and collect a Frost Diamond in Savarstaad Pass,, talk to Lydia Greyrose to learn where to summon the Snow Angel, summon the Snow Angel at the Ledge of Eternity in Ravenscar (next to the Tower of Knowledge) with the Frost Diamond offering, and talk to Lydia Greyrose (Quest Line:Winter Rose/Out of the Blue/Call Me Back Again)


      Storm - You must talk to Torrence about the Leviathan in Ravenwood, talk to Halston Balestrom about how to summon the Leviathan in the School of Storm, go to Khai Tengri's Dojo in Jade Palace, defeat Khai Tengri (Rank 10 Fire Boss - 7,040 Health) & a Student of Khai (Rank 10 Life Elite - 2,210 Health) and collect some leviathan-scaled worms in Jade Palace, talk to Halston Balestrom about where to summon the Leviathan, go to the Chantry in the District of the Stars and offer the worms as an offering to the Leviathan, and talk to Halston Balestrom(Quest Line:Winedark Open Sea/Dig It (Storm)/Waterfalls)

      Myth - You must talk to Ivan about Medusa in Ravenwood, talk to Cyrus Drake about how to summon Medusa in the School of Myth, talk to Engineer Montgomery in the Science Center to learn how to obtain a Quicksilver Shield to defend yourself against Medusa's glare, locate Talos in the Science Center, defeat Talos (Rank 10 Balance Boss - 10,450 Health) & a Steam Troweller (Rank 9 Balance - 1,490 Health) and collect bottles of Quicksilver, talk to Engineer Montgomery to have your Quicksilver Shield made, talk to Cyrus Drake about where to summon Medusa, go to the Dragonspyre Academy and summon Medusa, and talk to Cyrus Drake (Quest Line:Long Haired Lady/Check My Machine/Dizzy Miss Lizzie)

      Life - You must talk to Blossom about the Forest Lord in Ravenwood, talk to Moolinda Wu in the School of Life to learn how to summon the Forest Lord, locate Grisletusk's Quarterage in the Vigrid Roughland, defeat Grisletusk (Rank 10 Life Boss - 13,310 Health) & a Minion of Grisletusk (Rank 10 Storm Elite - 1,195 Health) and collect a pot of Clover Honey in the Vigrid Roughland, talk to Moolinda Wu about where to summon the Forest Lord, go to the Shoshun Village Pond (in Shoshun Village) and summon the Forest Lord with the Clover Honey, and talk to Moolinda Wu (Quest Line:Act Naturally/Norwegian Wood/A Taste of Honey)

      Death - You must talk to Mortis in Nightside about the Bone Drake, talk to Dworgyn in the School of Death about where to obtain the skeleton of a Drake, locate Nightreaver's Lair in the Necropolis, defeat Osseus Nightreaver (Rank 10 Death Boss - 13,310 Health) & a Crying Spirit (Rank 7 Death Elite - 1,010 Health) and collect the set of Drake Bones, talk to Dworgyn about where to construct the Bone Drake, go to the bridge in Nidavellir and construct/summon the Bone Drake, and talk to Dworgyn (Quest Line:Cry for a Shadow/Don't Be Scared/All Things Must Pass)

      Balance - You must talk to Niles about Ra "the Balancer", talk to Alhazred in the School of Balance about how to call Ra, talk to Coruscade, the living waterfall in The Floating Land about where to obtain a Sun Shard, locate Helios's Hangout in The Floating Land, defeat Helios (Rank 10 Fire - 7,040 Health) & a Jungle Wildclaw (Rank 9 Fire - 1,065 Health) and collect a Sun Shard, talk to Alhazred about where to summon Ra, go to the area outside Akori Nirini's Chamber in the Palace of Fire and summon Ra with the Sun Shard, and talk to Alhazred (Quest Line:Here Comes the Sun/Good Day Sunshine/Sun King)



      Efreet; Deals 895 Fire Damage and -90% to next outgoing Damage spell to target; 75% Acc.; 8 Pips - This spell isn't a DOT, so you can use your traps with it heartily, and it also has one of the greatest Secondary effects for PvP or PvE, which is the -90% Weakness it puts on your enemy after cast - and it still has plenty of damage to deal!

      Snow Angel; Deals 100 Ice Damage + Deals 660 Ice Damage over 3 Rounds & Taunt to all enemies; 80% Acc.; 8 Pips - A useful AOEDOT. This keeps Shields off of your enemies constantly over four rounds, which can really help you get your hits out faster without having to worry about shields getting in the way. It also plays a minor supportive roll by making the enemies attack you rather than your friends, and can be useful from that perspective with sets of four bosses.

      Leviathan; Deals 1,030 Storm Damage and removes 2 Positive Charms from target; 70% Acc.; 8 Pips - A Triton + Disarm Combination. It's the first spell to break the 1,000 Damage mark in it's regular, unbuffed form. It also removes 2 Positive Charms for you after cast, which is always nice for a Storm Wizard so they don't have to worry about the extra damage they provide.

      Medusa; Deals 770 Myth Damage and Stuns target for 2 Rounds; 80% Acc.; 8 Pips - Now, with the spell working on most bosses, became much more useful. It has a solid core attack, and Stuns your enemies for TWO rounds while only giving 1 Stun Shield, which is a nice bonus. This can be of great use in PvP or PvE, but, as with all of Myth's attacks, more so in PvP.

      Forest Lord; Deals 540 - 620 Life Damage to all enemies; 90% Acc.; 8 Pips - No special effects here - but it's Life's long awaited AOE.

      Skeletal Dragon; Deals 200 Death Damage + 810 Death Damage over 3 Rounds; 85% Acc.; 8 Pips - A powerful Damage Over Time Spell. I found this one odd due to Death's trapping nature, and the fact they gave them a hard spell to trap. I have to admit, a DOT Life Steal would be interesting, but it's not the case here. This is a PvP beast, though, and the most powerful single enemy DOT as of this level. It's also a great spell for Life or Ice Bosses, as it eats through their shields.

      Ra; Deals 560 - 640 Balance Damage to all enemies; 85% Acc.; 8 Pips - Balance got another AOE, like Ice. Although this one doesn't have any special effects, when it's between this spell and Nova, as you move on you'll start using this instead of Nova more and more. It's a great spell to take out bosses and minions at once, and can make quick use of the super powerful mobs found in later worlds.


      Level 68 Spells

      Rain of Fire - Woolly Mammoth - Sirens - Basilisk - Gnomes! - Dr. Von's Monster (Katzenstein's Monster) - Chimera

      For this quest, every school has to do exactly the same thing, get the background information on their spell, then find the materials needed to summon them. Unfortunately, one of Morganthe's servants, The Hoarder (Rank 11 Death - 7,510 Health) and a Blackrock Guardian (Rank 8 Balance Elite - 1,115 Health) Minion has stolen all the materials, and is currently hiding in Dragonspyre's Plaza of Conquests. He has no cheats or minions, so he's not difficult to defeat.

      Rain of Fire; Deals 300 Fire Damage + 800 Fire Damage over 3 Rounds to all enemies; 75% Acc.; 9 Pips - Another AOEDOT unlike Fire's two others, Fire Dragon and Scald. This spell is very similar to Ice's Snow Angel, in that it does a small amount of damage, then a huge bulk of it over 3 Rounds. Fire Dragon had the bulk of it's attack in the first hit, and Scald had no first hit whatsoever. That makes this spell extremely effective in PvP, as it breaks through shields and still does a enormous amount of damage in the after hard to Shield effect.

      Woolly Mammoth; Deals 800 - 900 Ice Damage and Stun target for 1 Round; 80% Acc.; 9 Pips - This is what you would get if you mixed a Colossus and Freeze together and sprinkled extra damage on top. It's a great spell in that like Medusa, it does damage and Stuns a single enemy, but only for one Round. This Spell is extremely useful due to Ice's tanking nature, being one of the schools who doesn't typically kill an enemy in one hit, the Stun effect becomes very efficient.

      Sirens; Deals 880 Storm Damage, Dispels (removes) 2 Positive Charms, -50% Accuracy to next outgoing Spell, and reduce Threat of self to all enemies (all effects on all enemies); 70% Acc.; 9 Pips - This is like Storm Lord, but with some differing side effects. It doesn't Stun, and instead puts a 50% Black Mantle, Removes 2 Blades, and Soothes all enemies. The Soothing and Black Mantle are the useful components of this spell, being in PvE enemies don't Blade very much at all. The Soothing is great in groups, as it keeps the focus off of you, the Storm Wizard with 2/3 the health of everyone else and little resistances. The Mantle also increases the likelihood of them missing the following round, which is always nice to buy time.

      Basilisk; Deals 325 Myth Damage + deals 825 Myth Damage over 3 Rounds and Stun target for 1 Round; 80% Acc.; 9 Pips - Myth's first trainable DOT, and a super powered one at that. It's a step up from Orthrus, your last big single enemy multi hit. The difference is this effect lingers longer, preventing them from shielding against another hit (like Medusa) and Orthrus is more for getting around a single shield. It's a great expansion to Myth's ability, and a really powerful spell if well utilized, but it's more difficult to buff and doesn't have quite a great effect as Medusa does in PvE.

      Gnomes!; Deals 770 - 880 Life Damage and Dispels next 2 outgoing Life Spells; 90% Acc.; 9 Pips - This is Life's first spell that can really be geared for PvP. The double Entangle will prevent a majority of Wizards from healing themselves, which can be an extreme advantage on your part. It works well in teams also, to immobilize the other team's Healer (although in that situation it would be more strategically used). It also does a really good amount of damage for such a powerful after effect, and it can also keep Life Enemies from attacking/healing at all.

      Dr. Von's Monster (Katzenstein's Monster); Steals 820 from enemy, convert half to Health, and -25% to next outgoing Healing Spell to target; 85% Acc.; 9 Pips - A super powerful Life Steal with a little Infection added onto your enemy. It beats out Skeletal Dragon for it's Health Steal affect, and efficient to trap. The little Infection is nice for PvP, and pretty useful against Life opponents in PvE.

      Chimera; Deals 340 Life, Death, and Myth Damage; 85% Acc.; 9 Pips - The Spiritual equivalent of Hydra. It's got a really powerful base damage (especially compared to Hydra), and will grow in it's usefulness as you move through the game and find Spectral losing it's punch. Spectral is still easier to buff, and can do more damage per pip, but Chimera can still serve as a very powerful single enemy hit. It's also useful against Balance foes, and if they don't have any Spirit Shields up, AMAZING against them, since all of the attacks boost in Damage.


      Level 72 Utility Spells

      Detonate - Snow Drift - Enfeeble - Shift - Mass Triage - Mass Infection - Mana Burn

      At level 72, Friar Nolan will call you to his aid and ask you to complete the Quest "No Pain, No Agravaine" for your Level 72 Utility Spell. Before accepting this Quest, you must have finished the Quest "The Runedown" and earned your Level 55 Spell, and you must have finished the Quest in Avalon "A Brave and Noble Thing". For this Spell, no matter what School you are, you will be versing Sir Agravaine (Rank 11 Storm Boss - 11,900 Health) and a Red Thorn Knight (Rank 11 Life Elite - 3,570 Health) Minion and collect Friar Nolan's Deck of Spell Cards in the High Road.


      Detonate; Destroys 1 Damage Over Time Effect and deal 100% Damage; 75% Acc.; 4 Pips - So, as many Fire Wizards will notice, DOTs now have something to fear with Mass Triage, Shift, and Cooldown, this spell is to get around those. It works as a regular spell. If going from first, you'd then cast this on who you'd like to "Detonate" your DOT on, and the rest of the damage that hasn't been dealt will be dealt immediately. This gives your opponent one tick of opportunity to get rid of your DOT, but if going from first they won't see it coming. However, if going from second, they'll have it on before the first tick and be able to plan to counter it if at all possible, but that's only in PvP. PvE wise, you'll almost never have to worry about them removing it. Though, it's only really effective one one target DOTs, being it would cost the same amount of pips as it did to cast your AOEDOT (with Scald as an exception) to detonate both your enemies, and even so, the second enemy would be on his last tick when you detonate him. Blades don't affect this spell, but any Traps on the target will be activated when the target is Detonated.

      Snow Drift; Steal 1 Heal Over Time effect; 100$ A - Pretty self explanatory. Steals someone's HOT. From first, this can be grabbed for all three rounds, though only for two from second. In terms of PvP and PvE, PvE Life mobs are known to use Regenerate to heal themselves more often than Life Wizards in PvP do, especially now knowing this spell is out there. Balance Wizards are the ones who will suffer greatly in terms of PvP, being that their major healing effects are HOTs, and therefore unless they train extensively in Life, their only options available to them are diminished. It can also steal a Fire Wizard's Link or someone's Sprite, but those, I think, are too small to worry about using a two-pip spell on.

      Enfeeble; Remove all Positive Charms from target; 100% Acc.; 3 Pips - Buffed up version of Disarm. Although Blade stacking doesn't occur very often in PvE (usually being at most one blade), in PvP having the ability to destroy your enemy's Blades (especially in 4v4) can be invaluable to the survival of your team. However, again, most people are wary of this ability and will likely Blade less when pitted against a Storm Wizard, but being many people need a few blades to get out a solid hit, being able to destroy those few can even be a helpful ability at times. Situational awareness and experience in PvP will overall help make this ability more useful to you.

      Shift; Push 1 Damage Over Time effect to target; 100% Acc.; 4 Pips - This can be quite the helpful little trick. If an enemy casts a DOT on you, this allows you to push it over to them, and force them to take the damage instead. In retrospect you'll generally have to suffer through one or two ticks of this, unless of course you see it coming, before you'll be able to get rid of it. Generally, the pips are only worth it if you can put the majority of the DOT on your enemy, otherwise at that point you could likely heal off the last tick and them some of the first two, but it can also be an emergency skill to keep a shield if you don't currently have any and want to avoid a followup attack.

      Mass Triage; Remove 1 Damage Over Time effect from all friends; 100% Acc.; 3 Pips - Triage, for everyone! Almost completely nullifies an AOEDOT and makes everyone happy! Though the placement of your Life Wizard in terms of turns can effect how much each of you suffer from the DOT effect. For instance, if the Life is the first person to go, they can only suffer one tick while everyone else suffers none, but if very last, everyone suffers two ticks before they can remove it.

      Mass Infection; -50% to next outgoing Healing Spell to all enemies; 100% Acc.; 3 Pips - Like Infection, only really useful for PvP situations. Though, even for team PvP, having more than one person healing themselves and their teammates in large amounts isn't too common, but it does happen. For those situations, this slaps an Infection on everyone to make sure no one can surprise recover the entire team after a big hit. Though, if put on ahead of time, a few of these may be broken by May Cast skills before they can cause your opponent heart palpitations.

      Mana Burn; Deals 80 Damage per Pip of target and target loses most recent 3 Pips or Power Pips; 100% Acc.; 5 Pips - This Spell does eighty damage per pip your opponent has, and costs you five pips regardless, therefore, I wouldn't use it unless your opponent has at least five pips Pips or higher for a big hit. It also gets rid of their first three Pips (plain or power, the first three Pips disappear) as an after effect, but the player will still be able to cast the spell they planned to cast that round despite the number of pips they have left. So it can also have a slight elucidate effect on your opponent's spell. The big rules with this spell are: don't use it too early and don't use it too late. Timing is everything. You want to get it in before they hit or heal, but when they have enough pips to do a decent amount of damage to themselves. Only use it when they have more pips than you, if you have more pips than them, Judgement is the way to go in that case.


      Level 75 Utility Spells

      Backdraft - Cooldown -
      Healing Current - Dimension Shift - Guardian Spirit - Bad Juju - Supernova

      At Level 75, Fianna Yellowknife in the High Road will call you to see her to complete the Quest "Always After Me Charms", which will reward you with your second fancy Utility Spell. Before accepting the Quest "Always After Me Charms", you must have completed the Quest "No Pain, No Agravaine", therefore earning your Level 72 Spell. No matter what School you are, the battle will be the same. Hrefna Nightfeather (Rank 12 Death Boss - 14,600 Health) and a Black Cap (Rank 11 Storm - 2,475 Health) Minion and collect Fianna's Charm Bag in The Wild.

      Backdraft; +15% to next incoming Fire Damage spell to target per Pip; 100% Acc.; X Pips - It's like Supercharge, but for Fire Wizards and in Trap form, with more punch per Pip. You couldn't use this Spell with Detonate unless there are a couple of Pyromancers who have turns after you, since you can't use this spell with it because the DOT would use up the trap first, and even then you'd have one tick left to use it, which there's really no point in doing. So, it's great for Efreet, Helephant, Phoenix, and all those lovely one hit Fire Spells we've all learned to fear. This can be great help on high health bosses, allowing you to place it on them without the negative effects of Feint, and giving you a max of a 210% Damage boost on the enemy, which has almost the same effect of stacking three Feints, but it's 14 pips versus 3, so it really just depends on the difficulty of the boss and your willingness to be patient. Always keep in mind that it can be easily removed, so be prepared to hit right after if you ever use it in PvP, and that's only when going first, from second this can be very tricky to use.

      Cooldown; Remove 1 Tick from all Damage Over Time effects to all; 100% Acc.; 2 Pips - Don't have Mass Triage? Well, this is the next best thing. It removes the final tick from any AOEDOT effect, or singular DOT effect as well. Getting rid of the final tick is entirely possible from anywhere on the board, if you're the very first or very last, so as long as you have it ready to go you can easily get the full effect from it. At a low cost of pips, it's very worth the use if you're looking to avoid some damage and don't have the luxury of Mass Triage either.

      Healing Current; Heals 100, 400, or 1,000; 100% Acc.; 3 Pips - Wild Bolt + Healing = This. You have a chance of wasting your pips, getting a little less than your pips with, or getting a lot more than your pips worth. Of course, it's always a better option than Pixie, being with Pixie you get the same average healing for the same amount of pips (considering power pips are very common), and you have the opportunity to get a lot more healing than you need. So, 66% of the time you get your pip's worth, and with Pixie you get that 100% of the time, so it really just depends on how badly you need health and weather you want to take the risk or not.

      Dimension Shift; Trade all hanging effects with Minion; 100% Acc.; 6 Pips - Basically Shift on a large scale, but you swap with your minion instead of your opponent (hanging effects include Positive/Negative Charms, Positive/Negative Wards, Damage Over Time Effects, and Heal Over Time Effects). The only real good use is if your minion has some of those awesome Minion Only Blades & Shields, while you have Infections, Weaknesses, Feints, DOTs, and all that nasty stuff. So if you're just overwhelmed with negative effects, then this can be a good spell to use, but just a few things I don't think is worth the 6 pips to fix the problem. Again, situational, but this one can be more useful if used in times of great need.

      Guardian Spirit; Target regains 15% of their Health after they're defeated; 100% Acc.; 5 Pips - Essentially, a preheal before defeat. A Life Wizard can cast this on any friend and have them revived, once defeated, with 15% of their original health. The heal is effected by bubbles, Auras, gear Healing boosts, and Criticals, but Healing Charms such as Guiding Lights have no effect. This can be a lifesaver (well, quite literally) in PvP and PvE, and a wonderful addition to your deck. The trick is still to cast it BEFORE you die!

      Bad Juju; Inflict 300 Death Damage to self & -90% to next outgoing Damage Spell to target; 100% Acc.; 3 Pips - Works very similarly to the Efreet's Weakness effect, but without the hit and high Pip cost. For three Pips, this Spell will deal 300 Damage to you and put a -90% Weakness on your selected enemy. The hit to yourself can be countered with shields. The only thing to be wary of when using the spell is if one, it's worth the Pips, and, two, if the Health sacrifice won't put you in any bad position later on.

      Supernova; Target's Aura is destroyed dealing 535 Balance Damage; 60% Acc.; 2 Pips - This can be really useful, but the situation it needs to be used in is very particular. If your enemy has an Aura, and you really want to get rid of it (so, the bad ones like Infallible or Conviction), this can smash the Aura and deal 535 Damage for 2 pips, awesome right? Well, the major issue is getting around this Spell's Accuracy. It has an accuracy of 60%, which isn't terrible, but means that it'll only work on it's own about half the time. So using this under an Infallible Aura and enchanting it with Accuracy enchantments can help a lot. But you can also add Damage enchantments as well, so depending on weather you want it to deal big damage or be sure to work is where that gap forms. The Accuracy enchantments are also not often trained, and training them just for use on this Spell may not be in your best interest.


      Level 75 Minion Spells

      Sir Lamorak - Freddo - Mokompo - Vassanji - Sir Bedevere - Malduit - Nerys

      Two Spells at Level 75? I'm game. This time you will be earning new Minions, which will definitely be improvements over you previous ones. This Quest is a bit different, as you will not be going to your School's professor (unless you're Storm), but Halston Balestrom instead. He will be giving you your Quest for your new Minion. Before you can accept this Quest, you must have completed Crab Alley in Triton Avenue, and have finished the Quest "The Runedown" and earned your Level 55 Spell.
      Note: All of these new Minion Spells are NO PVP.

      Fire -
      Areas you will be visiting: Regent's Square, Crab Alley, Deep Warrens, The Baobab Crown, Stone Town
      Creatures to Duel: Haul Away Joe (Rank 11 Death Elite - 3,000 Health), Old Maui (Rank 11 Ice Boss - 6,000 Health), Sir Lamorak Tinder Hart (Rank 7 Fire Boss - 1,700 Health) and a Bull Lancer (Rank 7 Balance Elite - 1,600 Health) Minion, Axos Ghostmane (Rank 12 Ice Boss - 6,500 Health)
      Quest Line: Hart Burn/The Third Professor/Fire Does Not Lie

      Ice -
      Areas you will be visiting: Regent's Square, Crab Alley, Deep Warrens, The Baobab Crown, Stone Town
      Creatures to Duel: Rupert Peladon (Rank 11 Storm Elite - 3,000 Health), Brunach Sorrow Heart (Rank 11 Fire Boss - 6,000 Health), Freddo the Ice Fish (Rank 7 Ice Boss - 1,900 Health) and a Deep Angler (Rank 7 Death Elite - 1,650 Health) Minion, Horned Nimon (Rank 12 Life Boss - 6,500 Health)
      Quest Line: Sleep With the Fishes/The Fourth Professor/Line in the Water

      Storm -
      Areas you will be visiting: Regent's Square, Crab Alley, Deep Warrens, The Baobab Crown, Stone Town
      Creatures to Duel: Mariner Rime (Rank 11 Ice Elite - 3,000 Health), Afamasaga (Rank 11 Myth Boss - 6,000 Health), Mokompo Storm Growler (Rank 7 Storm Boss - 1,600 Health) and a Savage Pride Lion (Rank 7 Balance Elite - 1,500 Health), Zola Witch Eye (Rank 12 Life Boss - 6,500 Health)
      Quest Line: Kapiti Plain/The Seventh Professor/Heavy With Rain

      Myth -
      Areas you will be visiting: Regent's Square, Crab Alley, Deep Warrens, The Baobab Crown, Stone Town
      Creatures to Duel: Geddes (Rank 11 Storm Elite - 3,000), Cavendish Newcastle (Rank 11 Death Boss - 6,000 Health), Vassanji Lore Singer (Rank 7 Myth Boss - 2,000 Health) and a Simoom Shaman (Rank 7 Fire Elite - 1,600 Health) Minion, Warlord Varos (Rank 12 Storm Boss - 6,500 Health)
      Quest Line: No New Land/The Sixth Professor/The Magic of Vassanji

      Life -
      Areas you will be visiting: Regent's Square, Crab Alley, Deep Warrens, The Baobab Crown, Stone Town
      Creatures to Duel: Lord Ague (Rank 11 Ice Elite - 3,000 Health), High King Finnegan (Rank 11 Death Boss - 6,000 Health), Sir Bedevere Lake Ward (Rank 7 Life Boss - ??? Health) and a Crimson Barb Knight (Rank 7 Storm Elite - 1,500 Health) Minion, Ruthless Gagool (Rank 12 Death Boss - 6,500 Health)
      Quest Line: Castle of Aaauugghh/The Fifth Professor/No Ordinary Badger

      Death -
      Areas you will be visiting: Regent's Square, Crab Alley, Deep Warrens, The Baobab Crown, Stone Town
      Creatures to Duel: Cap'n Nigel Skullcrack (Rank 11 Ice Elite - 3,000 Health), Old Greensides (Rank 11 Life Boss - 5,500 Health), Malduit the Devastator (Rank 7 Death Boss - 1,700 Health) and a Silent Seraph (Rank 7 Ice Elite - 1,650 Health) Minion, Mind Robber (Rank 12 Balance Boss - 6,500 Health)
      Quest Line: Deathly_Dependents/The Second Professor/Bad Schooling


      Balance -
      Areas you will be visiting: Regent's Square, Crab Alley, Deep Warrens, The Baobab Crown, Stone Town
      Creatures to Duel: Lost Celeste (Rank 11 Death Elite - 3,000 Health), Mr. Solly Flood (Rank 11 Storm Boss - 6,000 Health), Nerys Barbed Heart (Rank 7 Balance Boss - 1,700 Health) and a Scaled Spriggan (Rank 7 Myth Elite - 1,600 Health) Minion, Keeper Yartek (Rank 12 Myth Boss - 6,500 Health)
      Quest Line: Marvelous Minions/The First Professor/The Barbed Heart



      Sir Lamorak; Summon a Minion of Fire; 100% Acc.; 5 Pips - A bit different than your Fire Elemental Minion. Rather than having a lot of Charms and Wards and Heals to keep alive, this guy is mainly brute force. Still having some Buffs to even out the Duel, he has some great Spells to deal plenty of Damage to who ever he may face.

      Sir Lamorak Tinder Hart Stats:
      Health:1,700
      School:Fire
      Spells Known:Glacial Shield, Fire Shield, Fireblade, Fire Trap, Sunbird, Meteor Strike, Brimstone Revenant, Phoenix, Fire Dragon, Fire-Forged Axe (Deals 100, 210, or 325 Fire Damage), Heck Hound

      Freddo; Summon a Minion of Ice; 100% Acc.; 5 Pips - Ice Guardian, but bigger (not in size) and better. Still has the Blade and Trap, but with better attacks and new Shielding Spells, it's sure to blow Ice Guardian out of the (frozen) water.

      Freddo the Ice Fish Stats:
      Health:1,900
      School:Ice
      Spells Known:Tower Shield, Volcanic Shield, Snow Shield, Frozen Armor, Iceblade, Ice Trap, Snow Shark, Blizzard, Ice Wyvern, Handsome Fomori, Frost Giant, Ice Fishin' (Deals 83, 175, or 270 Ice Damage)

      Mokompo; Summon a Minion of Storm; 100% Acc.; 5 Pips - This Minion may not Heal or Taunt the opponents like your Water Elemental did, but this guy can pack a punch. And with his power, he has a couple of defenses to keep the Damage you take at a minimum.

      Mokompo Storm Growler Stats:
      Health:1,600
      School:Storm
      Spells Known:Thermic Shield, Storm Shield, Stormblade, Storm Trap, Storm Shark, Kraken, Catalan, Storm Lord, Rolling Thunder (Deals 125, 265, or 405 Storm Damage), Tempest


      Vassanji; Summon a Minion of Myth; 100% Acc.; 6 Pips - Definitely an improvement over Talos, who you received 20 Levels ago. This Minion has even more Damage Spells, and better ones to throw that out there, and little more than just a couple of Buffs

      Vassanji Lore Singer Stats:
      2,000 Health
      School:Myth
      Spells Known:Ether Shield, Stun, Blinding Light, Mythblade, Myth Trap, Cyclops, Humongofrog, Keeper of the Flame, Minotaur, Ninja Pigs, Earthquake, Orthrus

      Sir Bedevere; Summon a Minion of Life; 100% Acc.; 5 Pips - If you're still using your Forest Sprite Minion, get ready to put it away. Sir Bedevere is loaded with GREAT Heals and some good Attacks. And what's a Minion if it can't Shield/Blade you?

      Sir Bedevere Lake Ward Stats:
      Health:1,700
      School:Life
      Spells Known:Legend Shield, Spirit Armor, Unicorn, Satyr, Rebirth, Dryad, Lifeblade, Life Trap, Nature's Wrath, Luminous Weaver, Seraph, Goat Monk, Righteous Charge! (Deals 83, 175, or 270 Life Damage)

      Malduit; Summon a Minion of Death; 100% Acc.; 5 Pips - I'd say this is a Minion who's at par with the 14 Pip Minion for Animate, the Death Incarnate. With an impressive arsenal of attacks, and a few other tricks up her, um, wrist cuff? It's definitely worth 5 Pips rather than waiting for that 14. With a few Buffs and some Shields to keep you alive, she should be a great asset to your Duels.

      Malduit the Devastator Stats:
      Health:1,700
      School:Death
      Spells Known:Death Shield, Dream Shield, Plague, Deathblade, Curse, Death Trap, Banshee, Poison, Lord of Night, Deer Knight, Scarecrow, Merciless Blade (Deals 85, 180, or 275 Death Damage)
      Damage Augment: +30% Death Damage

      Nerys; Summon a Minion of Balance; 100% Acc.; 5 Pips - This Minion has almost all of the Spells that the Helpful little Helpful Mander Minion had, and more. With a huge stock of support Spells, like Shields and Blades and Traps and Donate Power, this Minion is a great one to help boost your attacks and keep your Health high, and even get in some nice Damage when it's needed.

      Nerys Barbed Heart Stats:
      Health:1,700
      School:Balance
      Spells Known:Elemental Shield, Spirit Shield, Black Mantle, Weakness, Balanceblade, Bladestorm, Hex, Elemental Trap, Donate Power, Locust Swarm, Sandstorm, Samoorai, Hydra, Unbroken Strike (85, 180, or 275 Balance Damage), Judgement
      Damage Augment: +30% Balance Damage


      Level 88 Spells

      Sun Serpent - Lord of Winter - Storm Owl - Celestial Calendar - Spinysaur - Avenging Fossil - Sabertooth

      You earn yet another School Spell at Level 88. Once reaching Level 88, providing you have learned your Level 68 Spell, you can accept the Quest for this Spell.

      Fire - You must talk to Thurston Plunkett in the Crustacean Empire about the Sun Serpent, read about the Sun Serpent on the Grand Spiral Chart in the District of the Stars, talk to Thurston Plunkett, talk to Dalia Falmea about where to summon the Sun Serpent, talk to Pacal Redmask about where to summon the Sun Serpent in the Zocalo, go to the Azure Chamber in Cenote and clear it of the undead, defeat Tolkemec (Rank 13 Life Boss - 16,050 Health) and 2 Smoking Mirror Zombie (Rank 12 Fire - 3,200 Health) minions in Cenote to make room to summon the Sun Serpent, talk to Pacal Redmask, and talk to Dalia Falmea (Quest Line:Sunny Fundays/Invisible Sun)

      Ice - You must talk to Pacal Redmask in the Zocalo about the Lord of Winter and how to resummon it to the Spiral, talk to Xipli Tailbiter about how to resummon the Lord of Winter, go to Falling Cavern in Mangrove Marsh, defeat Tlotzin Moon Thief (Rank 13 Myth Boss - 15,250 Health), a Thunder Horn Ghoul (Rank 12 Death - 3,550 Health) minion, and a Thunder Horn Zombie (Rank 12 Ice - 3,500 Health) minion and collect some Silver Frore in Mangrove Marsh, talk to Xipli Tailbiter to have the Silver Frore prepared, talk to Lydia Greyrose in the School of Ice about where to summon the Lord of Winter, go to the Docks in Nordrilund and summon the Lord of Winter, and talk to Lydia Greyrose (Quest Line:Winter is Coming/Snow Day)

      Storm - You must go to the Eel Cave in the Crustacean Empire, defeat 3 Tempest Eels (Rank 13 Ice Elite - 5,650 Health) in the Crustacean Empire, collect Telluric Vim (in a bottle) in the Crustacean Empire, talk to Halston Balestrom in the School of Storm about where to summon the Storm Owl, go to the Plaza del Oro in the Zocalo and summon the Storm Owl, and talk to Halston Balestrom (Quest Line:Storm Warning/Storm Fall)

      Myth - You must talk to Friar Nolan in Caliburn and ask for the pieces of the Wheel of the Sun, go to Vortigern's Tower in the High Road, defeat Merewen 'o the Vale (Rank 13 Balance Boss - 18,150 Health), Cullen Mac Heath (Rank 12 Life Elite - 3,950 Health), and Fell Jack Gryffud (Rank 12 Death Elite - 3,800 Health) and collect the pieces of the Wheel of the Sun in the High Road, talk to Friar Nolan and collect the Tonoltzintli Codex, talk to Cyrus Drake in the School of Myth about where to summon the Celestial Calendar, go to the Plaza del Oro in the Zocalo and reconstruct the Wheel of the Sun to summon the Celestia Calendar, and talk to Cyrus Drake (Quest Line:Mark Your Calendar/Celestial Reasonings)

      Life - You must talk to Professor Droors in Pigswick Academy about the Spinysaur, go to the (Pigswick) Library to find the book on Spinysaurs, find the book "Spinysaurs: A Study in Green", talk to Professor Droors, talk to Moolinda Wu in the School of Life about where to summon the Spinysaur, go to the Aztecan Grotto of Wirachoca in Tierra de Brea, defeat Tilizoc Stone Cloud (Rank 13 Ice Boss - 23,450 Health) and 2 Gold Frill Spike Horn (Rank 13 Myth - 3,650 Health) minions in Tierra de Brea, go to the center of the Grotto in Tierra de Brea and summon the Spinysaur, and talk to Moolinda Wu (Quest Line:Spiny Happy People/Sight for Saur Eyes)

      Death - You must talk to Xipli Tailbiter about where to obtain some Crypt Dust in Three Points, go to the Chamber in Cenote, defeat Tezomoc Stone Singer (Rank 13 Myth Boss - 17,700 Health) and 2 Deathless Storm Horn (Rank 12 Ice - 3,500 Health) minions and collect some Crypt Dust in Cenote, talk to Xipli Tailbiter, talk to Dworgyn in the School of Death about where to summon the Avenging Fossil, go to the Faerie Circle in Caliburn and summon the Avenging Fossil, and talk to Dworgyn (Quest Line:Avenging Assembly/Death of the Party)

      Balance - You must talk to Pacal Redmask in the Zocalo about where to obtain a Sabertooth Fang, go to Actun Caban in Mangrove Marsh to find a Sabertooth Fang, defeat Huemac Spear Wreath (Rank 13 Balance Boss - 21,850 Health) and 2 Thunder Horn Zombie (same as Ice Quest) minions and collect a Sabertooth Fang in Mangrove Marsh, talk to Pacal Redmask to have the Sabertooth Fang inscribed with the Glyphs it needs, talk to Alhazred in the School of Balance about where to summon the Sabertooth, go to the Social Rock in the Baobab Crossroads and read the inscriptions to summon the Sabertooth, and talk to Alhazred (Quest Line:Hold That Tiger/Keep Smilodon)



      Sun Serpent; Deals 900 - 1,000 Fire Damage to target, and deals 300 Fire Damage to all enemies; 75% Acc.; 10 Pips - This is a neat Spell for Fire. It's nice Damage wise for the first hit, dealing around a solid 950 Damage without buffs/enchantments, and an extra side effect of Damage, dealing 300 to all. This is great to use to break Shields on the other enemies, making it a tool for PvP. If you're Dueling one Creature/Wizard though and decide to use this, you may want to trap twice to get the extra Damage in there.

      Lord of Winter; Deals 950 - 1,050 Ice Damage and target loses 3 Pips; 80% Acc.; 10 Pips - This Spell rocks. It does great base Damage, stronger than Fire actually, and an awesome side effect. The target loses 3 PIPS. This is great for PvP for knocking Wizards down who are stacking up their Pips, and Creatures if you're afraid of a big hit coming.

      Storm Owl; Deals 1,525 - 1,625 Storm Damage; 70% Acc.; 10 Pips - What it does is just laid out right there. Straight up, plain ol' Damage attack. This does some massive Damage, Dealing up to 1,900 Damage with JUST Colossal. This is great for Storms to stack on Blades and Traps, and with the new Sharpened Blade and Potent Trap Enchantments they can get, even better.

      Celestial Calendar; Deals 1,070 - 1,170 Myth Damage and Steal 1 Pip; 80% Acc.; 10 Pips - Honestly, Myth could have gotten it better. This is good Damage wise, but considering they still don't have another AOE besides Humongofrog and Earthquake, it's still harder to vs. multiple enemies with just Humongofrog. This could be considered another 9 Pip Spell, since it has the Steal Pip effect, but stealing a Power Pip will still give you a regular Pip in return.

      Spinysaur; Deals 600 Life Damage + 750 Life Damage over 3 Rounds; 90% Acc.; 10 Pips - This Spell isn't too bad. It doesn't deal a load of Damage first hit, but the rest of it is stored up in a DOT effect, which deals a stronger Damage base than the initial hit. This is Life's first trainable DOT, so they can get a real nice taste of Shield breaking with this Spell.

      Avenging Fossil - Deals 850 - 950 Death Damage to target, and deals 250 Death Damage over 3 Rounds to all enemies; 85% Acc.; 10 Pips - Death's first DOT since Skeletal Dragon. Similar to Sun Serpent, it packs a punch in the base hit, then small Damage to all enemies for Shield breaking, although this is better for the Shield breaking with the fact that the 250 Damage is dealt over 3 Rounds.

      Sabertooth; Deals 1,000 - 1,100 Balance Damage to target and gain a Spirit Shield for self; 85% Acc.; 10 Pips - Great Damage to dish out with the immediate hit, even better buffed. The Spirit Shield effect is questionable, as not all people will have the need for it when in a specific battle. But when you're versing a Myth, Death, Life, or a combination of the 3, it could be a life saver depending on the situation.


      King Artorius Spells

      King Artorius

      After Wizards have completed Azteca (completed the Quest "Speaker for the Dead"), and have reached Level 90, they may accept the Quest "Letters of Light", where they will receive a version of the King Artorius Spell based on their School. Each Spell does Damage, gives a Spear specific to that Spell's School, and has their own little unique effect.

      King Artorius (Fire); Deals 840 Fire Damage, +10% Armor Piercing to the next Fire Damage Spell, and Stuns target for 1 Round; 75% Acc.; 8 Pips - Damage and Pips are comparable to Efreet, but depending on the situation, it's a good to Spell to be able to switch back and forth between. Fire Wizards haven't been able to Stun since Choke in Krokotopia, and it'll definitely be useful to prevent the enemy from stopping any follow up attack.

      King Artorius (Ice); Deals 725 Ice Damage, +10% Armor Piercing to the next Ice Damage Spell, and gain 1 Pip; 80% Acc.; 8 Pips - A single target, 8 Pip spell, that deals less damage than Snow Angel, but gives the nice little Icespear as a side bonus. Plus, the extra Pip gain is handy to keep the ball rolling in a duel.

      King Artorius (Storm); Deals 1,120 Storm Damage, +10% Armor Piercing to the next Storm Damage Spell, and +10% Accuracy to the next outgoing Storm Spell; 70% Acc.; 8 Pips - For 8 Pips, this Spell does more Damage than Leviathan, and has a Stormspear, but the Lightning Strike effect may not be the most convenient. Most Storm Wizards can obtain gear that will increase their Accuracy enough to have a very high Accuracy rating, but for those who tend to Fizzle a little too often, it could be just what they need.

      King Artorius (Myth); Deals 50 Myth Damage + 1,020 Myth Damage over 3 Rounds, +10% Armor Piercing to the next Myth Damage Spell, and remove 1 Positive Ward from target; 80% Acc.; 8 Pips - Conjurers should have started getting familiar with Damage over Time spells once they learned Basilisk at Level 68. If they enjoyed it, and are willing to wait the extra Rounds for the full effect to take place, this is a rocking spell for them. Dealing a whole 300 Damage more than Medusa, you may be giving up the 2 Round Stun, but the Mythspear and Pierce are definitely handy.

      King Artorius (Life); Deals 705 Life Damage, +10% Armor Piercing to the next Life Damage Spell, and 300 Healing over 3 Rounds; 90% Acc.; 8 Pips - A single target 8 Pip spell, dealing a good sum of Damage, and giving the all mighty Lifespear. Even better, a nice Heal over Time to throw into the bunch, and it's sure to do more than 300 Healing if you have some good gear to go with this spell.

      King Artorius (Death); Deals 725 Death Damage, +10% Armor Piercing to the next Death Damage Spell, and -30% to the next outgoing Healing Spell to target; 85% Acc.; 8 Pips - A nice substitute for Skeletal Dragon; Necromancers may be giving up some extra DoT damage, but the Infection and Deathspear are good to fill the gap where it's left out.

      King Artorius (Balance); Deals 725 Balance Damage, +10% Armor Piercing to the next Balance Damage Spell, and -40% to the next outgoing Damage Spell to target; 85% Acc.; 8 Pips - A sweet single target spell. It may not hit all like Ra did, but the damage and buffs are great. To make things unusual, the spear isn't global; it's reserved only for Balance damage spells, which in some aspects can be pretty good while in a duel.


      This post contains 236 auto-link(s) to our wiki for your reference.
      Last edited by Pyro; 2-8-14 at 6:44 PM. Reason: finished adding King Artorius Spells

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      Lightbulb Complete Guide to Spells-Astral Spells

      This section of the Guide needs assistance; you could help by:
      - Helping discover Boost/Resist and any other ratings for the Azteca Polymorphs, please make sure (that if you do,) you do use accurate ratings, best with Screenshots and calculated results (Live Realm Information only Please )


      Astral and Shadow Spells

      This part of the guide will be arranged differently than the rest. This will be arranged first by Astral spells, which will go by world (with Diego the Duelmaster's Spells fitting in with Celestia), and will be listed in the order of Star, Sun, Moon. After Astral spells, Shadow spells will be listed.

      Astral Spells

      ~ Celestia's Astral School Spells ~



      The Celestian Star School Trainer's Aura Spells (Celestia Base Camp)

      Fortify - Amplify

      The Star School Trainers are located in Celestia Base Camp & The Stellarium. Unlike the Sun and Moon Trainers, the Star School Trainer lets you train these Spells in any order. This one (Celestia Base Camp's) teaches the first 2 Auras.

      Fortify; -15% to all incoming Damage and Health Steal Spells for 4 Rounds; 100% Acc.; 0 Pips - The protection from this spell isn't super powerful, but it can be a nice added boost to your overall defenses (think of it as a boost to your Universal Resist) if you're one to find yourself relying on resists to stay alive. Another bonus of this spell is that it doesn't disappear when you're attacked, much like your resists, but it does disappear like all Auras after four Rounds. (Level 50)

      Amplify; +15% to all outgoing Damage and Health Steal Spells for 4 Rounds; 100% Acc.; 0 Pips - A boost to your overall attack. It's nice for big hits, and unlike Vengeance it provides an assured boost to your Damage output. It's also another zero Pip way to get an added boost to your damage, whether you use this as opposed to Vengeance is all personal preference. (Level 52)

      The Celestian Star School Trainer's Aura Spells

      (Levels 50, 52, 54, 56, 58)

      Fortify - Amplify - Infallible - Vengeance - Empowerment

      This is the Star School Trainer located in the Stellarium.

      Fortify (Same as Base Camp)

      Amplify (Same as Base Camp)

      Infallible; +15% Accuracy to all Spells & +15% Armor Piercing to all outgoing Damage and Health Steal Spells for 4 Rounds; 100% Acc.; 0 Pips - You remember the Accuracy enhancing Sun School Spells? This spell has the same effect, but what makes it so much better is that it allows you to also add Damage enhancers on to your attack, lasts for four rounds, and has a more potent effect of Armor Piercing when compared to the Accuracy you're getting. This is an awesome PvP spell, as it allows you to Colossal/Gargantuan your Spells and blast through your opponent's natural Resistance, you can also do combos under this Aura without having to use multiple spells, and on top of all that, you'll hardly miss! If you do go for extra Armor Piercing abilities, go for this Spell, it'll save you the 5 training points it takes to get the same amount of Armor Piercing. (Level 54)

      Vengeance; +20% Critical chance for 4 Rounds; 100% Acc.; 0 Pips - +20% is a LOT in Critical chance, it can greatly increase your chances of a Critical Attack or those all important Critical Heals. As the game goes on, this spell will probably help a lot in terms of getting close to always going Critical, along with that, if you do go Critical, it increases your chances of successful Criticals due to your greatly raised Critical chance. (for example: 80 Block holds more value than 80 Critical chance, if you add Vengeance onto that and go critical as a result, it may give you the edge to get around their high Block rating.) If you thoroughly enjoy Criticals, even Life Students for Heals, go for this spell, it can be well worth it even if it does seem like everything blocks everything. (Level 56)

      Empowerment; Gain 1 Pip from incoming Spells ranked 4+ (4 Pips or higher); 100% Acc.; 0 Pips - This spell counts for every four Pip Spell that affects you directly . The only downside to this spell is the fact that instead of giving you Power Pips, it gives you singe Pips every time. This Spell can be useful for gathering up the Pips to attack sooner than usual, or for getting a Heal together, but it can also prevent you from getting many Power Pips because your constantly being plagued with regular Pips. It's a very situational Spell in use, the only times I think I would find it useful is when you need to get spells out in a limited amount of time (such as in the Waterworks or Briskbreeze) so it can be very useful but also rather useless if you're never in a situation where it would be helpful to use. (Level 58)

      Diego the Duelmaster's Star School Spells
      (Available to all PvP Sergeants)

      Conviction

      To learn this Spell, you MUST have obtained the PvP Rank of Sergeant.
      Conviction; +90% Stun Resistance and +90 Critical Block for 4 Rounds; 100% Acc.; 0 Pips - A really epic way to prevent from getting smacked by the full force of a Medusa, Storm Lord, or Frost Giant. It also protects you more than fully from most, if not all Criticals even Storm Wizards will have a hard time getting around your Block! It can be an extremely great asset to your PvP Deck if you feel like Stuns and Criticals are becoming a big problem for you, but if you've found your way around either more than once, this Spell may be of no use to you. Take note that you still CAN get Stunned with Conviction up, you have the same chance of getting stunned as a Life Wizard has of fizzling, which isn't very much.


      The Celestian Sun School Trainer's Accuracy & Damage Enhancing Spells (Celestia Base Camp)

      Strong - Keen Eyes - Giant - Accurate

      The Sun School Trainer is a Machine that you can find in Celestia Base Camp, and later in the Floating Land. This one (in the Celestia Base Camp) teaches the first of two Damage and Accuracy increasing Enchantments. In order to learn the better one, you must have earned the weaker one first. So before you learn Monstrous, you must learn Giant, and before you learn Giant, you must learn Strong, and so on.

      Strong; +100 Damage to 1 Damage or Health Steal Spell; 100% Acc.; 0 Pips/ Giant; +125 Damage to 1 Damage or Health Steal Spell; 100% Acc.; 0 Pips - The first 2 Damage Enchantments that you are aloud to learn in Celestia, each new one after these will go up in Damage, making them more valuable. These Enchantments are good for Schools like Life who are low on Damage, but still high on the Accuracy. The order to learn these is Strong (Level 50), Giant (Level 52).

      Keen Eyes; +10% Accuracy to 1 Spell; 100% Acc.; 0 Pips/ Accurate; +15% Accuracy to 1 Spell; 100% Acc.; 0 Pips - The first 2 Accuracy Enchantments you learn in Celestia, also going up in value the higher they are. These Spells are good for Schools such as Storm who are low on the Accuracy, but still high on the Damage. Some people may get a ton of Accuracy from gear though, and take the Damage alternative. The order to learn these is Keen Eyes (Level 50), Accurate (Level 52).

      The Celestian Sun School Trainer's Accuracy & Damage Enhancing Spells (The Floating Land)
      (Levels 50, 52, 54, 56, & 58)

      Strong - Keen Eyes - Giant - Accurate - Sniper - Monstrous - Unstoppable - Gargantuan

      The Sun School Trainer in The Floating Land, teaching the same Spells as the one in Base Camp, but with stronger ones as well.

      Strong (same as Base Camp)/ Giant (same as Base Camp)/ Monstrous; +175 Damage to 1 Damage or Health Steal Spell; 100% Acc.; 0 Pips/ Gargantuan; +225 Damage to 1 Damage or Health Steal Spell; 100% Acc.; 0 Pips - Same Spells as before, but with BETTER ones to go with them. The added Damage is well worth it for every School if they take this over Accuracy, and it's a must to be able to cope with the amped up monsters you encounter in Celestia and later in Wintertusk. An important note is that Damage Enhancing Spells give REDUCED enhancements to Health Steal Spells like Scarecrow or Wraith. It still works on them, but the effect isn't as great. The order to learn these is Strong (Level 50), Giant (Level 52), Monstrous (Level 56), Gargantuan (Level 58).

      Keen Eyes (same as Base Camp)/ Accurate (same as Base Camp)/ Sniper; +20% Accuracy to 1 Spell; 100% Acc.; 0 Pips/ Unstoppable; +25% Accuracy and +10% Armor Piercing to 1 Spell; 100% Acc.; 0 Pips - These cards increase your Spell's Accuracy by 10%, 15%, 20%, or 25%. Unstoppable gives a 10% Armor Piercing effect as well. Not many people train these for Damage spells specifically because of the fact that you cannot use both a Damage Enhancing and Accuracy Enhancing Spell to the same Spell Card. Although, using one of these under an Infallible bubble can really supercharge your Armor Piercing and Accuracy effects if you're interested in it. They also can enchant Healing Spells (ACCURACY) for a sure heal. The order to learn these is Keen Eyes (Level 50), Accurate (Level 52), Sniper (Level 54), Unstoppable (Level 58).

      Korsten Bloodscorn "The Mutate Master"'s Sun School Mutations
      (Levels 54, 55, 56, 57, 58)

      Mutate Sprite - Mutate Swarm - Mutate Banshee - Mutate Wyvern - Mutate Kraken - Mutate Minotaur - Mutate Phoenix

      Korsten Bloodscorn is a secret Sun School Trainer found in the ruins near the back of Stormriven Hall. He hides in the upper right corner of Stormriven Hall behind the wall.

      I wouldn't recommend training these unless you're one of two things:
      A wizard in the school of the spell before it's mutated that has a Mastery Amulet of the school that the spell mutates that card to.
      OR
      A wizard in the school of the spell after it's mutated that has trained in the other school up to that particular spell.
      OR
      You trained in a secondary school and recieved the spell and have a Mastery Amulet of the school the spell takes after it's mutation.

      Being that you tend to only train in a Secondary School for utility spells, many of you will not meet the second qualification, but with the release of Mastery Amulets, many have trained damage spells in other Schools. Basically what the above is saying is, if you can't use the spell with your power pips, don't train it. It's not very Pip efficent and you won't end up using it otherwise. Unless you're willing to use up the Pips to use them, don't train these.

      Another thing about these spells is they cannot be Enchanted by other Spells, but never fear! These spells mostly come with added effects & upgraded damage from their original versions (as shown below).

      You CAN train these spells in any order you wish, you don't have to train all of the spells in order to get Mutate Phoenix, in order to get Mutate Phoenix, you only have to be Level 58 with an available Training Point.

      Mutate Sprite - Mutates the Life Spell "Sprite" into...
      Midnight Sprite; Deals 180 Death Damage & +20% to next incoming Damage or Health Steal Spell to target; 90% Acc.; 1 Pip
      This can be used as yet ANOTHER stackable Trap for Death, the Damage output isn't great, so I wouldn't train it solely based on that, but it can make use of this Life Spell if you don't use it otherwise. (Level 54)

      Mutate Swarm - Mutates the Balance Spell "Locust Swarm" into...
      Polar Swarm; Deals 35 Ice Damage + 420 Ice Damage over 3 Rounds; 85% Acc.; 3 Pips
      This can act as a great low Pip Shield breaker for Ice OR Balance if they have obtained an Ice Mastery Amulet. Otherwise, I wouldn't say Balance should train this due to they could easily cast a one buff Judgement for around the same amount of Pips and do more damage. (Level 55)

      Mutate Banshee - Mutates the Death Spell "Banshee" into...
      Forsaken Banshee; Deals 375 Life Damage & +30% to the next incoming Damage or Health Steal Spell to target; 85% Acc.; 3 Pips
      This is actually very easy for Life Wizards to use, considering they likely trained Death to Feint anyways, and this can both make use of the Banshee card as well as allow them to use Hex as a stackable Trap along with their current ones, and extra Damage for life wizards is always a positive! This is also a trapping opportunity for Death Students who have a Life Mastery or want to use the Pips, and you can't argue with more traps for Death. Due to the wide variety of people who've train Death up to Feint and the popularity of Life Mastery Amulets, this is a spell that can be used rather easily by many for an extra trap. (Level 55)

      Mutate Wyvern - Mutates the Ice Spell "Ice Wyvern" into...
      Fire Wyvern; Deals 95 Fire Damage + 600 Fire Damage over 3 Rounds; 80% Acc.; 4 Pips
      This isn't a bad spell AT ALL. For Ice OR Fire, if Fire has trained Ice to Tower, this is easily obtainable through one more Training Point, and Ice only has to spend one to get the mutation as long as they have a Fire Mastery Amulet or are willing to use the Pips. It does MORE damage than Immolate (doing 95 more) at the cost of no damage to yourself, and it also can act for Ice as a very powerful Shield breaker against Ice enemies and a very effective damage spell against them at that. (Level 56)

      Mutate Kraken - Mutates the Storm Spell "Kraken" into...
      Inferno Kraken; Deals 245 Fire Damage + 450 Fire Damage over 3 Rounds; 70% Acc.; 4 Pips
      This is kind of a weird spell. I don't know why a Storm would train in Fire, or why a Fire would train in Storm, but some people do. They both have the Damage right there in front of them. If Storm manages a Fire Mastery amulet, they can train this spell and use it, but it really doesn't compare to their regular damage output, and it's difficult to buff for them too. Fire really shouldn't train in Storm because it shares it's weaknesses, but if they choose to, this isn't a bad option to train. (Level 56)

      Mutate Minotaur - Mutates the Myth Spell "Minotaur" into...
      Deadly Minotaur; Deals 65 Death Damage and 600 Death Damage; 80% Acc.; 5 Pips
      This can be a really cool spell for death, the only thing bad part about it is they'd have to spend 6 Training Points to get it. Death doesn't have a lot of options in terms of Training Points, and Myth to Humongofrog is definitely an interesting option as it gives them a four Pip AOE, and spending the few more Points to get Minotaur can be well worth it with this spell. Do keep in mind they already have Poison AND Skeletal Dragon for Shield breaking, but it is a very cool spell indeed. As for Myth, you may or may not have trained in Death because you couldn't make real use of Feint, but if you did, this could be a really great option considering a Gargantuan Minotaur gives a lot of the Damage to the frist hit, and not more to the second. (Level 57)

      Mutate Phoenix - Mutates the Fire Spell "Phoenix" into...
      Thunderbird; Deals 610 Storm Damage & +30% to the next 3 incoming Damage or Health Steal Spells to target; 75% Acc.; 5 Pips
      This is like Mutate Kraken, Fire doesn't train in Storm often and Storm doesn't train in Fire often. Again, if you're a Fire with a Storm Mastery and did train in Storm, get this spell by all means. Even with Fuel, this is a GREAT way to effect most/all of your DOT Spells, as it can be added on with Fuel, but it would be a bit hard to use because in order to use it most efficiently you would have to cast it the round after you cast an AOE. As for Storm, not as a great option because the utility added onto this doesn't work as well for them, but it can be a nice addition to your deck if you just love traps . (Level 58)

      Diego the Duelmaster's Sun School Spells

      Cloak

      Diego the Duelmaster (The horse in front of the Arena on Unicorn Way) has one Sun School Spell available to all Wizards for PvP purposes mainly. You must have a PvP Rank of Private or higher, which isn't hard at all since Private is the lowest Rank.

      Cloak; Cloak a Ward or Charm Spell; 100% Acc.; 0 Pips - It's very strategic and can be of great use if you incorporate it into your strategy. It keeps your opponent from knowing exactly what Charm or Ward you put on them or you, this way they're kept in the dark on exactly how to remove it until the effect of the cloaked Charm or Ward is activated. The other aspect of this is that it's a Charm multiplier. When you enchant cards, and then reshuffle your deck, you receive the Enchantment, the Spell, and the Enchanted Spell back in your deck, so, for every Blade you use this on, you get two when you reshuffle, same for Shields, Dispels, Weaknesses, you name it. But, this is limited to the amount of room in your deck, if they can't fit all the cards back in, they won't give you everything.


      The Celestian Moon School Trainer's Polymorph Spells (Celestia Base Camp)

      Polymorph Gobbler - Polymorph Mander

      The Moon School Trainers are Located in Celestia Base Camp & The Portico. In order to learn the Polymorphs from this trainer, you MUST train them in order. This one (in the Celestia Base Camp) teaches the first two of the five Polymorphs.

      Polymorph Gobbler; Polymorph into an Ice Gobbler for 6 Rounds; 100% Acc.; 0 Pips

      Polymorph Gobbler:
      Health: 5,000
      School: Ice
      Boost: None
      Resist: 35% Universal Resist
      Stun Resist: 90%
      Spells: Tower Shield, Steal Ward, Taco Toss (Deals 80 Ice Damage & Taunts target), Stinky Salute (Deals 180 Ice Damage & Taunts target), Provoke (Taunt to all enemies), Gobble (Heals 400)

      Gobbler Notes: This guy can serves as a huge distraction. If you have friends who are being constantly attacked with no time to recover, this guy can help! Almost everything it does Taunts the enemies, it can also steal their Wards and put up his own. It has a really substantial amount of health and resist, as well as a Healing Spell, too. It can really help your friends recover the six Rounds while you're this guy, while I wouldn't recommend training it by itself, it's a nice thing to have when you train up to other Polymorphs. (Level 50)


      Polymorph Mander; Polymorph into a Balance Mander for 6 Rounds; 100% Acc.; 0 Pips

      Polylmorph Mander:
      Health: 2,000
      School: Balance
      Boost: None
      Resist: None
      Spells: Elemental Shield, Spirit Shield, Balanceblade, Black Mantle, Elemental Blade, Spirit Blade, Elemental Trap, Spirit Trap, Power Play, Donate Power, Mander Blast (Deals 100 Balance Damage)

      Mander Notes: This guys is wonderful when it comes to buffing others... or yourself! If you need to set up for a big hit, and need some extra blades, you can Polymorph into this guy and put them on yourself or others while keeping your enemies immobilized if need be. You do keep all the blades you put up when you Polymorph, so if you didn't train your Elemental or Spirit Blades/Traps, this can more than make up for it. (Level 52)

      The Celestian Moon School Trainer's Polymorph Spells (The Portico)
      (Levels 50, 52, 54, 56, 58)

      Polymorph Gobbler - Polymorph Mander - Polymorph Cat Bandit - Polymorph Ninja Pig - Polymorph Draconian

      This the Moon School Trainers that's located in The Portico.

      Polymorph Gobbler (Same as Base Camp)


      Polymorph Mander (Same as Base Camp)


      Polymorph Cat Bandit; Polymorph into a Storm Cat Bandit for 6 Rounds; 100% Acc.; 0 Pips

      Polymorph Cat Bandit:
      Health: 2,500
      School: Storm
      Boost: 20% to Life & Myth
      Resist: None
      Damage Augment: +20% Storm Damage
      Critical Rating: ~150 Storm Critical
      Spells: Stormblade, Storm Trap, Storm Shark, Cat Scratch (Deals 520 - 580 Storm Damage), Storm Sweep (Deals 320 Storm Damage & +25% to the next incoming Storm Damage Spell to target), Stormzilla, Tempest

      Bandit Notes: This guy, as you may have guessed, is all about BIG DAMAGE. He doesn't have the massive natural attack boosts that most Storm Wizards have (though he does get a small one), but he does have more health & plenty of power on his own. With Stormblade and Storm Trap at your disposal, you can throw out some majorly big Tempests, Stormzillas and Sharks. This works great to get a lot of damage on an enemy in a short amount of time, one big recommendation for this guy is to Polymorph with as many pips as possible. The more pips you have when you Polymorph the more attacks (and big Tempests) you can throw out in six rounds. (Level 54)


      Polymorph Ninja Pig; Polymorph into a Death Ninja Pig for 6 Rounds; 100% Acc.; 0 Pips

      Polymorph Ninja Pig:
      Health: 2,000
      School: Death
      Boost: None
      Resist: None
      Spells: Feint, Plague, Ninja Slice (Deals 100 Death Damage & -25% to the next outgoing Damage or Health Steal Spell), Ninja Slam (Deals 450 Death Damage & Remove 1 Positive Charm from target), Death Ninja Pig (490 Death Damage & -25% to the next outgoing Damage or Health Steal Spell), Smoke Screen, Steal Charm, Steal Ward, Beguile

      Ninja Notes: This Polymorph is all about messing with your enemy. It can reduce their attacks, Accuracy, steal their Blades & Shields, Trap them, and has some pretty neat attacks as well! It's very versatile and easily usable, if you train it for any reason, it can be pretty helpful during solo fights. (Level 56)


      Polymorph Draconian; Polymorph into a Fire Draconian for 6 Rounds; 100% Acc.; 0 Pips

      Polymorph Draconian:
      Health: 2,500
      School: Fire
      Boost: 20% to Ice & Storm
      Resist: None
      Damage Augment: +15% Fire Damage
      Critical Rating: ~110 Fire Critical
      Spells: Fireblade, Fire Trap, Firezilla (Deals 650 - 730 Fire Damage), Cursed Flame (Deals 160 Fire Damage & +20% to the next incoming Damage or Health Steal Spell to target), Ignite (Deals 550 Fire Damage & +25% to All Fire Spells), Helephant

      Draconian Notes: This guy takes on more of the big Damage aspect of Fire rather than it's DOTs. With all the natural spells included, you have four buffs at your disposal, as well as the almighty Firezilla and Helephant cards. The Draconian can kick the Cat Bandit's tail in terms of big damage, the Cat Bandit will serve you well, but it can also deal damage to Storm Enemies without having to worry about the resist. If you chose to spend the five Training Points to get this, it can be worth if it you decide to use it. (Level 58)

      Ulantor Starmist "The Polymorph Master"'s Moon School Polymorphs
      (Levels 55, 56, 57 and 58)

      Polymorph Treant - Polymorph Colossus - Polymorph Fire Elemental - Polymorph Storm Elemental

      Ulantor Starmist is a secret trainer nearby the Lounging Lizard in Stormriven. These four spells sadly MUST be trained in order.

      Polymorph Treant; Polymorph into a Life Treant for 6 Rounds; 100% Acc.; 0 Pips

      Polymorph Treant:
      Health: 3,000
      School: Life
      Boost: 30% to Death
      Resist: 30% to Life
      Healing Augment: +25% Outgoing Healing
      Critical Rating: 25
      Spells: Guiding Light, Guidance, Swipe (Deals 230 Life Damage), Spirit Armor, Satyr, Stomp (Deals 360 Life Damage +50% to all Healing Spells), Regenerate, Dryad

      Treant Notes: This spell is one of the most wonderful things you can get for assisting friends & even yourself! It has a wide variety of Healing Spells you can use on yourself to be recovered after you Polymorph or for your friends. You keep your Healing boosts, and this guy has a decent the Critical Chance, so you often get critical healing through this guy. Overall a great spell for most Schools without a lot of substantial Healing. (Level 55)

      Polymorph Colossus; Polymorph into an Ice Colossus for 6 Rounds; 100% Acc.; 0 Pips

      Polymorph Colossus:
      Health: 3,200
      School: Ice
      Boost: 40% to Fire & Myth
      Resist: 80% to Ice, 20% to Balance, Life, Death, and Storm
      Damage Augment: +40% Ice Damage
      Critical Rating: ~70 Ice Critical
      Spells: Iceblade, Ice Trap, Balefrost, Colossus Uppercut (Deals 175 Ice Damage), Evil Snowman, Ice Wyvern, Blizzard, Colossus Crunch (Deals 460 Ice Damage)

      Colossus Notes: The Colossus serves a much different purpose than Gobbler. He instead focuses on the Damage Spells of Ice, which much like Ice, aren't very strong. His spells aren't the best, but they are another way for Fire Wizards to get around Fire Enemies more easily, or if you have Ice as a secondary school, it can be a great way to get some Traps & Blades that you couldn't receive otherwise. (Level 56)

      Polymorph Fire Elemental; Polymorph into a Fire Elemental for 6 Rounds; 100% Acc.; 0 Pips

      Polymorph Fire Elemental:
      Health: 2,500
      School: Fire
      Boost: 40% to Storm and Ice
      Resist: 80% Resist to Fire
      Damage Augment: +40% Fire Damage
      Critical Rating: ~90 Fire Critical
      Spells: Fireblade, Fire Trap, Flame Strike (Deals 60 Fire Damage + 270 Fire Damage over 3 Rounds), Meteor Strike, Firestorm (Deals 265 Fire Damage + 600 Fire Damage over 3 Rounds), Phoenix, Heck Hound

      Fire Elemental Notes: The Fire Elemental differs from the Draconian in the respect he focuses on DOT Spells and he also receives Fire's four Pip AOE, Meteor Strike. He's another way to dish out the damage if you'd rather not spend the 5 points for Draconian and you can spend the 3 points for this guy. He has a wider variety of s=Spells and some more powerful ones like Firestorm and Heck Hound at his disposal. To go with this theme, he also has a larger natural Damage boost to increase the damage dealt by the over time and AOE effects. Also like the Colossus, it can be a way to steal those Fireblades you couldn't get otherwise, it being your secondary.

      Polymorph Storm Elemental; Polymorph into a Storm Elemental for 6 Rounds; 100% Acc.; 0 Pips

      Polymorph Storm Elemental:
      Health: 2,500
      School: Storm
      Boost: 40% to Myth & Life
      Resist: 80% Resist to Storm
      Damage Augment: +40% Storm Damage
      Accuracy Augment: +15% Storm Accuracy
      Critical Rating: ~45 Storm Critical
      Spells: Stormblade, Storm Trap, Storm Strike (Deals 265 Storm Damage), Wild Bolt, Storm Shark, Kraken, Maelstrom (Deals 690 Storm Damage)

      Storm Elemental Notes: He's only a little different than Cat Bandit, instead of Stormzilla, he has Kraken as well as some slightly more powerful Natural Attacks in exchange for Tempest. He can deal Damage faster, having a wider variety of low Pip spells, but Cat Bandit can deal more big hits. Whether you train him or not depends on whether you wanted to train Treat, Colossus, and Fire Elemental, or Gobbler and Mander along with him. It also depends on how you'd like to deal your big Damage if you could, in small increments or huge chunks? They also have a stat variation, the Cat Bandit has a large Critical and small Damage augment, while this one has a larger Damage augment, Accuracy rating, but low Critical. It's up to you, but the Polymorph is more or less equal to Cat Bandit depending on your personal opinion.



      ~ Zafaria's Astral School Spells ~


      Zafarian Star School Spells - Available to Level 66 Wizards

      These Auras can be very helpful in combat, but when you find the Star School Trainer, it's inactive. At Level 64, if you have completed the Quest "The Sun of All Fears" in Celestia (completed The Chancel instance), Inyanga Whitestripes in the Baobab Crossroads will give you the Quest "Astral Weeks". You will have to talk to Mandisa Autumnrain in Zamunda (she can be accessed after completing the Quest "Snake in the Grass") who will give you the Quest "Stars and Stripes". You will have to defeat Longdreamer Shamans and collect 3 Star Ritual Pages, talk to Mandisa, activate the Star Obelisk, and talk to Mandisa to complete this Quest.
      NOTE:Even though you obtain the Quest at Level 64, you must be Level 66 to obtain the Spells.

      Berserk - Mend

      Berserk; +40% to all incoming Damage Spells & +30% to all outgoing Damage Spells for 4 Rounds; 100% Acc.; 0 Pips - This spell is like a backwards Feint. You do 30% extra damage, but your enemy's attacks directed at you boost by 40%. This spell can act as an extra "Blade" for regular fights, or a little extra boost in boss fights, but if anything, it needs to be used at the very last minute to minimize your enemy's opportunity to do large quantities of damage on you.

      Mend; +20% to all outgoing Healing Spells for 4 Rounds; 100% Acc.; 0 Pips - This spell acts as an extra 20% boost to your outgoing healing boosts. So, it takes effect when you heal yourself or others, but you won't get any extra healing when others heal you. This makes it wonderful for Life Wizards, who are constantly healing others, and it's good for PvP where you'll be no doubt healing yourself. This can prove useful under a Doom & Gloom or Infection, as it's one of the only Healing modifier that everyone can use, so it'll neutralize the effect a bit.


      Zafaria Sun School Spells - Available to Level 64 (66) Wizards

      These Spells are trainable by the Sun School Trainer of Zafaria in Drum Jungle, but like the Star Obelisk in Zamunda, this one is not functional. At Level 66, as long as you have completed the Quest "For My Next Trick", you will obtain the Quest "Bungle in the Jungle" from Inyanga Whitestripes in the Baobab Crossroads. You will have to talk to Koko Smokesign, who will give you the Quest "Midnight Sun". You will have to defeat Black Tusk Cultists and collect 4 Sun Obelisk Pieces, talk to Koko, restore the Sun Obelisk, and talk to Koko.
      NOTE:Even though you obtain the Spells at Level 64, you must be Level 66 to obtain the Quest.

      Extraordinary - Colossal

      Extraordinary; +25% Accuracy and +15% Armor Piercing to 1 Spell; 100% Acc.; 0 Pips - This spell offers a 25% Accuracy boost as well as 15% Armor Piercing to a single spell. I wouldn't train this for the accuracy, as even Storm Wizards will have enough accuracy boosts from gear to make it redundant, but if under a Infallible bubble, this can reduce an enemy's resistance by 30%, which can be Extraordinarily (lol) helpful in PvP if you really need to finish them off. Keep in mind you do have to spend 5 Training Points for it, though, as you must have learned Unstoppable in Celestia to learn Extraordinary.

      Colossal; +275 Damage to 1 Damage or Health Steal Spell; 100% Acc.; 0 Pips - This adds 50 more damage to your spells than Gargantuan did, really, why wouldn't you get this? Remember you must have learned Gargantuan to train Colossal.



      ~ Azteca's Astral School Spells ~


      Aztecan Star School Spells - Available to Level 84 Wizards

      These special Auras are very School specific, and are quite interesting. Once you have reached Level 84, and have completed the Quest "Midnight Sun" (activated the Sun Obelisk in Zafaria) and completed the Quest "King of Fang and Claw", you can accept the Quest from Pacal Redmask "Across the Universe". You will have to talk to Tezcat Threestar afterwards to obtain the Quest "Third Star on the Left". For this Quest, you must go to the Glimmering Chamber in Cenote, defeat Wanadi Black Sky (Rank 12 Myth Boss - 18,200 Health) and 2 Smoking Mirror Zombie (Rank 12 Fire - 3,200 Health) and collect some Star Dust, talk to Tezcat Threestar in The Zocalo, activate the Star School Obelisk with the Star Dust in Three Points, and talk to Tezcat Threestar.

      Furnace - Sleet Storm - Galvanic Field - Reliquary - Cycle of Life - Virulence - Chastisement - Punishment

      Furnace; +25% to all outgoing Fire Damage Spells, +5% Accuracy, and +10% to all incoming Ice Damage Spells for 4 Rounds; 100% Acc.; 0 Pips / Sleet Storm; +25% to all outgoing Ice Damage Spells, +5% Accuracy, and +10% to all incoming Fire Damage Spells for 4 Rounds; 100% Acc.; 0 Pips / Galvanic Field; +25% to all outgoing Storm Damage Spells, +5% Accuracy, and +10% to all incoming Myth Damage Spells for 4 Rounds; 100% Acc.; 0 Pips - As I said, these Spells are very School specific. These increase the amount of Damage of outgoing Damage for 1 School, and increases the incoming Damage of that opposite School. In this case Fire-Ice, Ice-Fire, and Storm-Myth, and they give that little Accuracy Boost since these Schools are a little short on it. I recommend using these only when the opponent can't use what increases in incoming Damage, otherwise, it's a great improvement over Amplify.

      Reliquary; +25% to all outgoing Myth Damage Spells, +5% Power Pip Chance, and +10% to all incoming Storm Damage Spells for 4 Rounds; 100% Acc.; 0 Pips / Virulence; +25% to all outgoing Death Damage Spells, +5% Power Pip Chance, and +10% to all incoming Life Damage Spells for 4 Rounds; 100% Acc.; 0 Pips - Pretty much the same ones as the Elemental Schools, except instead of Accuracy, Power Pip Chance increases. Same thing, you would best be using these only when the opponent can't use what increases in incoming Damage, otherwise, it's a great improvement over Amplify.

      Cycle of Life; +25% to all outgoing Healing Spells; +5% Power Pip Chance, and +10% to all incoming Death Damage Spells for 4 Rounds; 100% Acc.; 0 Pips - Life really got the short end of the stick here. If a Life was ready to train a new Life Damage increasing Aura, they get this instead. They really already have enough of a deal with Mend, and won't have to worry about the extra Damage from Death, although it does increase in Healing by 5%, and have a +5% in Power Pip Chance, so it's all up to you when you decide whether to train this or not.

      Chastisement; +25% to all outgoing Balance Damage Spells; +5% Power Pip Chance, and +10% to all incoming Storm, Fire, and Ice Damage Spells; 100% Acc.; 0 Pips / Punishment; +25% to all outgoing Balance Damage Spells; +5% Power Pip Chance, and +10% to all incoming Death, Life, and Myth Damage Spells; 100% Acc.; 0 Pips - These are similar to the Spells all the other Schools got (besides Life), except Balance gets to alternate with 2 different Spells on which Schools increase against them. They can either choose the Elemental Schools, or Spirit Schools. This is neat, because, let's say you're Balance, and you're versing a handful of Elemental School Creatures, you can switch over to Punishment so you won't get the extra ouch effects, that is, if you're willing to spend the extra Training Point for both.


      Aztecan Sun School Spells - Available to Level 86 Wizards

      These are really helpful Enchantments that you may wish you got earlier, but hey, they're here now, time to enjoy them Once you have reached Level 86, considering you have completed the Quest "Thorn in My Pride" and the Quest "Third Star on the Left" (activated the Aztecan Star Obelisk), you can accept the Quest "Turn Up the Sun" from Pacal Redmask. For this Quest, you must talk to Ponce de Gibbon in Saltmeadow Swamp and obtain the Solar Shards from the Aztecan Sun Obelisk, go to the Glade of the Poison Dart Frog in Mangrove Marsh, defeat Clemente Moraga (Rank 13 Fire Boss - 18,750 Health), Primo Ortiz (Rank 12 Fire - 3,550 Health), and Segundo Ortiz (Rank 12 Fire - 3,550 Health) and collect the Solar Shards in Mangrove Marsh, talk to Pacal Redmask in The Zocalo, restore the Sun Obelisk with the Solar Shards, and talk to Pacal Redmask.

      Primordial - Potent Trap - Sharpened Blade

      Primordial; +100 Health to 1 Healing Spell; 100% Acc.; 0 Pips - Healing Wizards: MUST HAVE. Any Healing Spells worth using can be even more of worth with this Enchantment. +100 can be difference between life and death, so if you're trying to get in that good Heal, here you go.

      Potent Trap; +10% to 1 Negative Damage Ward (Trap) Spell; 100% Acc.; 0 Pips - What a wonderful Enchantment. These will increase any Trap by 10% effectiveness, so a nice little 30% Hex could become 40%. Even better, the Enchanted Traps are STACKABLE with normal Traps. So if you Enchanted a Fire Trap, cast it, then cast a normal Fire Trap, both will activate, making this Spell all but more useful.

      Sharpened Blade; +10% to 1 Positive Damage Charm (Blade) Spell; 100% Acc.; 0 Pips - Potent Trap in Blade form. Just like Potent Trap, the Enchanted Blades are stackable with normal Blades, so this is definitely a useful Spell and welcome to almost any deck.


      Aztecan Moon School Spells - Available to Level 88 Wizards

      After about 2 and 3/4 Worlds after Celestia, you get new Polymorphs. Before you can learn these though, like the other Astral Obelisks in Azteca, you must restore the Moon one as well. Before accepting the Quest to do this, you must first have completed the Quest "Turn Up the Sun" (activated the Azteca Sun Obelisk) and the Quest "In My Eyes". Once you've completed these Quests, you can accept the Quest "Fly Me to the Moon" from Zaylin Reedwalker in The Zocalo. For this Quest, you must go to the Tears of the Moon Shrine and retrieve the Moon Platter in Tierra de Brea, talk to Chalchui Green Skirt in Tierra de Brea and ask where the Moon Platter has gone, go to the Chamber of Red Sorrow in Tierra de Brea, defeat Eke Chuah (Rank 13 Balance Boss - 18,950 Health) & 2 Moon Skull Zombie (Rank 12 Life - 3,350 Health) Minions and collect the Moon Platter in Tierra de Brea, talk to Chalchui Green Skirt, talk to Zaylin Reedwalker, activate the Aztecan Moon Obelisk with the Moon Platter in Three Points, and talk to Zaylin Reedwalker.

      Polymorph Icehorn - Polymorph Jaguar - Polymorph Pteranodon

      Polymorph Icehorn; Polymorph into an (Ice) Icehorn for 6 Rounds; 100% Acc.; 0 Pips

      Polymorph Icehorn:
      Health: 5,000
      School: Ice
      Boost: ???
      Resist: ???
      Spells: Stun Block, Tower Shield, Legion Shield, Frozen Armor, Elemental Shield, Spirit Shield, Elemental Blade, Bladestorm, Hex, Ice Breaker (Deals 275 Ice Damage and Steal 1 Positive Ward), Handsome Fomori, Frostbite

      Icehorn Notes: This is a great Polymorph for assisting your teammates. It has quite a few Balance Spells thrown in with its Ice deck, and has plenty of Shields and a couple of Blades (and let's not forget Hex ). One of the most valuable Shields in its deck being Stun Block and Frozen Armor, he can really save those who are trying to get a Heal in to stay alive. And even when everyone's going OK, he can throw in a few nice Damage Spells of its own.

      Polymorph Jaguar; Polymorph into a Life Jaguar for 6 Rounds; 100% Acc.; 0 Pips

      Polymorph Jaguar:
      Health: 3,500
      School: Life
      Boost: ???
      Resist: ???
      Spells: Spirit Armor, Brilliant Light, Satyr, Regenerate, Rebirth, Dryad, Sanctuary, Ritual Blade (Deals 50 Life Damage + 405 Life Damage over 3 Rounds and Heals 50 + Heals 255 over 3 Rounds), Goat Monk

      Jaguar Notes: If you've been enjoying your Treant Polymorph, but think it's just not cutting it anymore in Azteca, here you go. This guy can save about anyone in a quick pinch. This Polymorph has a new Heal, Rebirth, plus Sanctuary to boost the Healing in it's deck, which I think is definitely an improvement over Treant. Even better, when at substantial Health, you can still slip in a couple of attacks, and even a new attack that works like Link, Ritual Blade, but with more Punch.

      Polymorph Pteranodon; Polymorph into a Storm Pteranodon for 6 Rounds; 100% Acc.; 0 Pips

      Polymorph Pteranodon:
      Health: 2,500
      School: Storm
      Boost: ???
      Resist: ???
      Spells: Stormblade, Storm Trap, Windstorm, Feint, Wild Bolt, Thunder Spike (Deals 550 Storm Damage & +10% Armor Piercing to the next outgoing Storm Damage Spell), Catalan, Leviathan, Tempest

      Pteranodon Notes: This could be considered a buffed up Storm Elemental Polymorph. It's still got Stormblade, Storm Trap, and Wild Bolt, but Catalan has replaced Maelstrom, and about almost all of the other Spells are replaced and stronger ones have taken their places. What makes this guy even better though is he has Windstorm and Tempest, always an amazing combo, and the legendary Feint. Combine some of the few buffs you have in this Polymorph with some of your Damage Spells, and you can do some nice quick Damage to about any opponent.



      ~ Khrysalis's Astral School Spells ~


      Khrysalis Moon School Spells - Available to Level 98 Wizards

      In Khrysalis, the only Astral spells available are from the Moon School. However, these aren't just your average Polymorphs. These are new, 1 Round Polymorphs called Shift spells. Shift Spells will Polymorph you into a Creature, and will then use a sort of Natural Attack for that Creature. After the Natural Attack takes place, you're morphed back to your normal self. That's all there is to it. There is a catch to using them though. They may deal damage that isn't Moon damage, however you won't be able to use your Power Pips for these spells, even if the damage dealt is of your school. Now these spells can be obtained relatively early on in Khrysalis, after completing the quest "Free Shadows", though you must be Level 98 to train them. Personally, I wouldn't train any of them, since they all cost 3 Pips with Power Pips not working, and the effects just aren't the best for something like this.

      Shift Grendel - Shift Dread Paladin - Shift Piscean - Shift Ogre - Shift GreenOak - Shift Sugar Glider - Shift Thornpaw

      Shift Grendel; Deals 115 Fire Damage + 360 Fire Damage over 3 Rounds, and -25%, -45%, or -65% Accuracy to the next outgoing Spell to target; 100% Acc.; 3 Pips

      Shift Dread Paladin; Deals 360 Ice Damage, and +15%, +30%, or +45% to the next incoming Damage or Health Steal spell to target; 100% Acc.; 3 Pips

      Shift Piscean; Deals 460 Storm Damage, and steals 1 Pip from target; 100% Acc.; 3 Pips

      Shift Ogre; Deals 340 Myth Damage, remove 1 Charm from the target, and remove 1 Ward from the target; 100% Acc.; 3 Pips

      Shift GreenOak; Deals 340 Life Damage, -25% to the next outgoing Damage or Health Steal spell to target, +25% to the next outgoing Damage or Heatlh Steal spell to self; 100% Acc.; 3 Pips

      Shift Sugar Glider; Deals 380 Death Damage, -25% to the next outgoing Damage or Health Steal spell to target, and -50% to the next outgoing Healing spell to target; 100% Acc.; 3 Pips

      Shift Thornpaw; Deals 390 Balance Damage, +10% Armor Piercing to the next outgoing Damage or Health Steal spell to self, and +10% Accuracy to the next outgoing spell to self; 100% Acc.; 3 Pips




      Shadow Spells

      Sofia DarkSide's Shadow Spells

      Shadow Shrike - Shadow Sentinel - Shadow Seraph

      Wizards will first encounter Shadow Magic when they are about halfway through the first part of Khrysalis. After completing the quest Shadow Dancer for Sofia DarkSide, Wizards will learn one of three Shadow Spells for free, based on their school, and will be able to train the other two for Training Points. Once you learn one of these spells, you will gain the ability to gain Shadow Pips, which are used to cast Shadow Spells in a Duel.

      Shadow Spells have a new, additional effect called "Backlash", which is an amount of damage equivalent to a certain percentage of your Wizard's current health. While under a Shadow Spell transformation, the spells your Wizard casts may decrease or increase the amount of Backlash based on whether the spells are "Liked" or "Disliked" by that transformation. When the Shadow Spell expires, the accumulated percentage of Backlash will be removed from your Wizard's current health.

      The Shadow Magic that Sofia teaches you has corrupted the Moon Magic in the area, and you may see a similarity to Moon Polymorphs with these Spells.

      Shadow Shrike; +50% Armor Piercing, +10% Outgoing Damage, -25% Incoming Healing, and give a +10% Dragonspear to all friends when you successfully cast a Damage spell for 3 Rounds; +30 Backlash; 100% Acc.; 1 Shadow Pip - This is probably the best Shadow Spell that Sofia trains Wizards. With the massive increase the Armor Piercing, and the other effects, the Healing decrease is negated. Also, since almost every aggressive Spell you cast will lower Backlash, you probably won't be losing much health from Backlash.

      Schools that learn this Spell for free: Fire, Storm, Myth

      Positive Backlash Effects Negative Backlash Effects
      Spells: -10 Backlash Spells: +10 Backlash
      Positive (Blade) Spells: -10 Backlash Positive (Shield) Spells: +10 Backlash
      Negative (Trap) Spells: -10 Backlash Sacrifice Minion Spells: +10 Backlash
      --- Absorb Spells: +10 Backlash
      --- Casting another Shadow Spell will deal the
      accumulated Backlash and give Wizards a
      fresh Backlash count
      --- Spells will cancel out Wizards' current
      Shadow Spell and deal the accumulated
      Backlash


      Shadow Sentinel;


      Shadow Seraph; +25% Incoming Damage, +25% Outgoing Healing, and give a 100 Damage Absorb to all friends when you successfully cast a Healing Spell for 3 Rounds; +30 Backlash; 100% Acc.; 1 Shadow Pip - This Spell can be good for when a Healer is going Solo, or when they're helping out fellow Wizards on the dueling field. Though you get the incoming Damage boost, you can negate that if you need to mend yourself with a Satyr or Helping Hands. The only downside of this Shadow Spell is the Backlash; it gives +30 to start with, but the only way to lower the Backlash is through Healing.

      Schools that learn this Spell for free: Life, Balance

      Positive Backlash Effects Negative Backlash Effects
      Spells: -10 Backlash Spells: +10 Backlash
      Sacrifice Minion Spells: -10 Backlash Positive (Blade) Spells: +10 Backlash
      --- Negative (Trap) Spells: +10 Backlash
      --- Casting another Shadow Spell will deal the
      accumulated Backlash and give Wizards a
      fresh Backlash count
      --- Spells will cancel out Wizards' current
      Shadow Spell and deal the accumulated
      Backlash


      ​UNDER CONSTRUCTION, W.I.P.


      Special Thanks to Ramesses II (original guide owner), adiw, Daniel Dragonflame and blazeskullcrafter!


      This post contains 116 auto-link(s) to our wiki for your reference.
      Last edited by Pyro; 8-31-14 at 12:32 AM. Reason: added Shift Spells

    6. #6
      HelpfulWizard's Avatar
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      Exclamation Re: Complete Guide to Spells

      This guide has great potential.

      Spoiler
      The next world will make it or break it for most of us


    7. #7
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      Re: Complete Guide to Spells

      Quote Originally Posted by <strong>The Helpful Wizard View Post
      This guide has great potential.
      Thank you! Just finished adding pictures, still need a few, though, going to do some more comments before today's over.

      This post contains 1 auto-link(s) to our wiki for your reference.
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    8. #8
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      Re: Complete Guide to Spells

      I like this guide.

      Edit: Scald was changed to 495 damage over 3 rounds to all enemies.

      Edit 2: New suggestions for names of categories.
      Novice Spells: Level 1 Spells
      Tutorial Spells: Enrollment Spells
      Firecat Alley Spell: Cyclops Lane Spell
      Apprentice Spells: Level 7 Spells
      Initiate Spells: Level 12 Spells
      Adept Spells: Level 18 Spells
      Magus Spell: Level 28 Spells
      Master Spells: Level 38 Spells
      Grandmaster Spells: Level 48 Spells
      Legendary Spells: Level 58 Spells


      This post contains 3 auto-link(s) to our wiki for your reference.
      Attached Images Attached Images  
      Last edited by adiw; 1-23-11 at 2:29 PM.
      Signature by Dots "They say hard work never killed anybody. I say, why take a chance?" ~Attributed to Ronald Reagan Blog|Userpage|Good Books|Win FG

    9. #9
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      Re: Complete Guide to Spells

      Like somebody else said, this guide has great potential. Finish getting all the pics up and add a description for each and you done. BTW, very good guide.

      EDIT: Life's 42 spell is Centaur i think, not Sanctuary
      EDIT2: Wait, yeah, Sanctuary is level 42 spell

    10. #10
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      Re: Complete Guide to Spells

      Quote Originally Posted by <strong>adiw View Post
      I like this guide.

      Edit: Scald was changed to 495 damage over 3 rounds to all enemies.

      Edit 2: New suggestions for names of categories.
      Novice Spells: Level 1 Spells
      Tutorial Spells: Enrollment Spells
      Firecat Alley Spell: Cyclops Lane Spell
      Apprentice Spells: Level 7 Spells
      Initiate Spells: Level 12 Spells
      Adept Spells: Level 18 Spells
      Magus Spell: Level 28 Spells
      Master Spells: Level 38 Spells
      Grandmaster Spells: Level 48 Spells
      Legendary Spells: Level 58 Spells
      Thanks! Fixed the titles and added the picture.

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      Valdus Hexbreaker - Jack Spellcaster - Jason Silverheart - Jackie Stardust

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