February 23, 2017 October 19, 2018
One Time Use Spell Ideas
The recent most recent Feedback Friday on the main message boards (Click Here) asked an interesting question. What if you could design a spell that could only be used once in battle? This question seems to hint at the possibility of “Ultimate Spells” in Wizard 101. Other games have successfully pulled off “Ultimate” type attacks and mechanics before. As such I have came up with some spell ideas that are powerful enough to be limited to One Use per battle while still being fairly balanced. Note that these ultimate spells could only be used once you have lost 33% of your health.
Balance
Name: Prism Lock
Cost: 3 pips 1 shadow pip
Accuracy: 100%
Type: Single Target Manipulation
Effect: Target cannot cast spells of their school for the next 3 rounds
Description: A powerful single use spell that severely constrains the opponent’s offensive and defensive potential for 3 rounds. While under the effects of this spell school cards are grayed out.
Death
Name: Soul Sapper
Cost: 3 pips 1 shadow pip
Accuracy: 100%
Type: Single Target Manipulation
Effect: Your drain spells ignore opponent’s resist for the rest of the duel
Description: A powerful tool that allows death to make better use of it’s little used core mechanic.
Fire
Name: Corrosion
Cost: 3 pips 1 shadow pip
Accuracy: 100%
Type: Single Target Manipulation
Effect: Reduce the pip cost of all spells in your hand by 1
Description: This spell further propels fire’s offense, allowing it to create even more impressive combos.
Ice
Name: Crystallize
Cost: 3 pips 1 shadow pip
Accuracy: 100%
Type: Single Target Manipulation
Effect: Negate next incoming 2 pip or above damage spell and return spell’s base damage to health.
Description: This spell would be the most powerful defensive spell in the game while also allowing an Ice wizard to get some health back.
Life
Name: Guardian Phalanx
Cost: 3 pips 1 shadow pip
Accuracy: 100%
Type: Team Manipulation
Effect: Return Self and all Teammates 20% health when defeated
Description: Single Use, Mass Guardian Spirit, ‘Nuff said
Myth
Name: Circe
Cost: 3 pips 1 shadow pip
Accuracy: 100%
Type: Single Target Manipulation
Effect: Transform Opponent into Ninja Piggle and Summon Talos
Description: A spell that forces the opponent to polymorph. The polymorph maintains all the opponent’s stats but only has the spell “Demorph” which costs 3 pips and returns them to their normal state. In effect this spell acts as an unblockable stun with a built in mana burn. Note that “Demorph” would be a moon spell so you could not dispel lock the opponent into pig form.
Storm
Name: Reverse Polarity
Cost: 3 pips one shadow pip
Accuracy: 100%
Type: Single Target Attack
Effect: Deal x Storm Damage to one opponent over 3 rounds. The base damage of this attack is equal to (Opponents health-Caster health). Base Damage is Capped at the Caster’s max health.
Description: A powerful attack spell that turns Storm’s low health state into an advantage while giving Storm access to a long awaited DoT.