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!

basics myth spell ideas

  • 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.

basics myth spell ideas

  • 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.

basics myth spell ideas

  • 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.


Check out the “Back to Basics” spell ideas
for the other schools as well!

What do you think of these spells?
Let us know in the comments below!

Share your vote!

Do you like this post?
  • Fascinated
  • Happy
  • Sad
  • Angry
  • Bored
  • Afraid
Eric Stormbringer

A Wizard101 player since 2009, Eric has always enjoyed PvP at the level cap. Known for his contributions to Storm PvP, Eric is nonetheless knowledgeable about all max level schools, tactics and gameplay styles. Eric loves analyzing the nitty gritty of spell and game mechanics, particularly as they apply to 1v1 PvP and can often be found offering feedback and suggestions on a variety of platforms.


  • I love these!!!! What can we do to make them happen?!?

    • I know right?! I totally agree 😀

  • Thank you for sharing your ideas! Very cool!

  • The third one would definitely be interesting in a battle, given how you can use a lot of minion-based spells (including TCs from other schools). However, I like the first two a lot more. The first one gives myth another blade to use for more damage while given a distraction for the enemy to waste a turn on and the second prompts heavy minion-based strategies. It were to be available at the needed level, it might possibly make Talos even better to use in PvP. These spells are definitely some of my favorites. 🙂

  • WANT! Especially the first two! Love them! 😀

Leave a Reply

Your email address will not be published. Required fields are marked *

Final Bastion