I re-listened to the now infamous Ravenwood Radio 19 broadcast, and I was trying to get clues about the new secondary schools of magic that are going to come out . . . specifically Sun and Moon. I liked what was said about these systems of magic being completely new and affecting combat in new ways. So it got me to thinking what types of spells we haven't seen in Wizard101 at this point.
For the sake of idea farming and discussion spawning . . . let me see if I can borrow some of my MMO knowledge and fill in the gaps here for Wizard101. Here's a set of "ideas" of spells that maybe could manifest.
(Let me apologize for the lack of pictures in advance. INCOMING WALL OF TEXT!)
Damage Shield ~ Looking at the objects that spin around us, we have seen blades, traps, shields, DoTs, HoTs, stun shields, Accuracy Debuffs (like smoke screen), Damage Debuffs (like weakness), and healing debuffs (like infection). Right? I don't think I've missed any there. I don't think we've seen "Damage shields."
A damage shield isn't something that "shields" "damage," it's something that does damage when you are attacked. So to paint this with words, it would be the opposite of a trap. Instead of a shield with spikes pointing inward, it would be a shield with spikes pointing outward. you with me?
So, let's say I cast a 50% damage shield on myself with sun magic. This means if I'm attacked with any spell, 50% of the damage done to me is dealt back to the person delivering the hit.
You could even take the Damage shield idea and add something as cool as a series of swords floating around you that if attacked would reach out and deal a static amount of damage. for Instance, I cast "sun sword" on me and I am protected by three swords that float around me. If I am attacked, one of the swords will fly out and attack the attacker for 200 points of damage. However, if three rounds expire, all remaining swords fly out for 100 points of damage each.
Healing Shield ~ this would be opposite of a damage shield. Whenever a player is hit, they're also healed. So, in essence, you could be dropped to 0 health, and then a healing shield would heal you 200 points, allowing you another round or two of combat.
Invisibility ~ KI keeps bringing up that percentages to hit are capped. A spell to bring those down beyond something like choke could be applied. What if moon magic could cast a "dark side of the moon" spell on you, doesn't affect a players chance to hit, but instead a player's chance to miss! It's like a spell that isn't cast on an opponent like choke, but a spell that's cast on you to make you more difficult to hit.
Float/Levitate ~ This is building on the chance to miss idea. If a player is floating and invisible, then the chance to miss would be even greater.
Blind ~ This would be a spell to once again affect chance to hit.
Haste ~ This type of spell would add a chance to interrupt combat. At the start of a round, a player would choose two cards to play instead of one: a primary and a secondary card. If Haste is successful, then the player casts both cards. If not, they only cast one card. The effect could last anywhere from 1 to 3 rounds perhaps.
Morph ~ During combat, if someone casts Morph, they turn into a sun or moon creature who has their own unique set of cards already assigned to them. The deck wouldn't be controlled by you, but you would be like playing cards from an elite enemy monster.
Wipeout ~ this would be a "do or die" type of spell. A "rage" type of spell. A character would be granted a bonus to damage and accuracy for a number of rounds, but after a set number of rounds the rage expires and a severe weakness penalty comes over the player instead.
Enchant party ~ This spell would raise the innate level of the party by a certain number. As we all know, when we level up, we get more hitpoints, more mana, more stat increases. Obviously the effect wouldn't be permanent and it wouldn't do things like grant you cards from your next level, but it would be a kind of a temporary power boost to party members.
Timing Spells ~ This kind of spell would add a ticker to the playfield. If you could last the amount of rounds on the ticker and deliver a spell when the ticker was done, your spell does more damage and has more accuracy to hit. It's a timer basically. When the timer is done, you attack for a huge boost.
Teacher ~ This would be a spell that "teaches" those around you your spell class. Let me give you an example, say my primary is Death and your secondary class is death. If I cast the teacher spell, then you get to cast your death spells as a primary class, taking full advantage of power pips.
Switch resist ~ When a "switch resist" spell is cast, it moves your greatest resist percentage from it's current state to that corresponding the caster. For example, if I cast a switch resist spell and we're facing Malistaire, then everybody in the party gets to take advantage of death resists because I've changed whatever their primary resist percentage from 35%-whatever-their-class-is to 35%-whatever-my-class-is.
It'll be interesting to see what really happens.
I'm just trying to spawn some discussion. :-)
What do you think, readers?
Wizard101's Fishing: The Missing Pieces
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