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Spell:Sun School Spells
Need to review the Spell descriptions to reflect the same description as on the Spell page.
Contents |
Description
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Sun School is the school of enchantments and mutations. It focuses on manipulating spells the Wizard already owns.
All Sun Spells only function during the current duel, and will disappear afterwards - unless you used a treasure card, in which case the all unused spells enchanted become treasure cards in your Side Deck. Sun Spells can increase damage, heal amount, accuracy, and the power of wards and charms. When a Sun Spell affects another card, the Sun Spell is discarded, meaning it can only be used once within a duel. However, if a Sun-Enchanted Spell is cast and then Reshuffle is cast, the Sun Spell, Enchanted Spell, and Original Spell will all return to the Spell Deck. |
Sun Spells from Sun School Trainer
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Sun Spells from Other Trainers
Name | Level | Description | # of Pips | Trainer |
54 |
Mutate Sprite into Midnight Sprite |
0 |
||
55 |
Mutate Locust Swarm into Polar Swarm |
0 |
||
55 |
Mutate Banshee into Forsaken Banshee |
0 |
||
56 |
Mutate Ice Wyvern into Fire Wyvern |
0 |
||
56 |
Mutate Kraken into Inferno Kraken |
0 |
||
57 |
Mutate Minotaur into Deadly Minotaur |
0 |
||
58 |
Mutate Phoenix into Thunderbird |
0 |
||
110 |
0 |
|||
110 |
0 |
|||
110 |
0 |
|||
110 |
0 |
|||
Private Arena Rank |
0 |
Sun Spells from Other Sources
Name | Level | Description | # of Pips | Source |
Any |
0 |
|||
Any |
0 |
Sun Spells from Quests
Name | Description | # of Pips | Quest Line | Prerequisites |
No Quests currently give Sun Spells |