January 12, 2019 January 13, 2019
Back to Basics Spell Ideas: Myth
Welcome once again to another spell idea article! In celebration of Wizard101’s ten year anniversary, I designed some spells that revamp some familiar mechanics with some unique twists. We are going back to the basics with a new blade, shield and convert for each of the 7 main schools of magic.
Much as all the original blades, shields and converts were 0 pips, these new spells will all be 1 pip to reflect their increased power. Today we will be introducing the Myth school version of these spells. All cards created with Legends of The Spiral’s Card Creator!
- Name: Puppeteer’s Blade
- Type: Positive Charm (Blade)
- Accuracy: 100%
- Cost: 1 pip
Description: Cast a myth blade and then summon a golem minion from your hand.
Explanation: A powerful tool that allows you to buff while summoning a shield-breaking minion. Balanced by the fact that the minion must be in hand to be summoned and said minion is removed from your hand if summoned via this blade.
- Name: Arcane Synergy
- Type: Positive Ward (Shield)
- Accuracy: 100%
- Cost: 1 pip
Description: Cast one -70% shield to a target and a second one to the same target if a minion is currently active on your side of the field.
Explanation: This spell rewards you for having a minion in play by giving you 2 strong shields for the price of one, an interesting twist on myth’s “double hit” philosophy.
- Name: Transmogrify
- Type: Manipulation
- Accuracy: 100%
- Cost: 1 pip
Description: Transform self or ally into a minion for a certain number of rounds equal to the turn count.
Explanation: A unique spell that transforms self or ally target into a “minion”. Being transmogrified into a minion has no effect on the target’s stats/deck. However, it allows the target to use and be affected by minion buff/utility spells such as buff minion, shield minion, heal minion etc. (The exception to this would be the sacrifice minion spells to prevent griefing).
The minion transformation lasts as many rounds as the turn count. So casting it turn one would result in transmogrify lasting 1 round but casting it turn 5 would last 5 rounds. 5 rounds would be the max duration to prevent too much snowballing.