Celestia Lore Spells Overview


The Wizard101 2020 Summer Test realm is here and this time it brings four brand new spells into the game! Last year’s Grizzleheim Lore Pack brought some useful Grizzleheim-themed cards for Life, Storm and Myth wizards. Now it’s time for other schools to get a little something too. This year’s Test Realm offers a chance to try 4 new spells that all seem to have a common Celestian theme. Let’s check out these Celestia Lore spells!

Where are these spells?


Usually, these spells are introduced in new packs as soon as they launch, but this time they were introduced on test realm on a temporary vendor in The Commons. It’s  likely that they will be introduced in the live game as pack spells following the release of this Test Realm. Furthermore, this time there are 4 spells and not the standard 3. The more, the merrier!

What’s so special about these spells?


Apart from being shockingly beautiful spells, they can also be upgraded with spellements. These spellements can also be dropped from Drowned Dan & Sunken Sam in Celestia. Take a look below at each of the Celestia Lore spells and see the different upgrade paths of each. On top of that, these schools obtained some long awaited spells – Death a 4 pip AOE, Ice a heal, and Balance a spirit version of spectral blast.

Nautilus Unleashed


  • Pip Cost: 3 Pips + 1 Fire Pip
  • Level: Any
  • Source: Celestian Spellemental Pack
  • Spell Effect: Steals 1 blade and 415-505 fire damage to target

Spellement Paths

 

Celestial Intervention


  • Pip Cost: 2 Pips + 1 Ice Pip
  • Level: Any
  • Source: Celestian Spellemental Pack
  • Spell Effect: 230 heal per shield on self and removes max 3 shields

Spellement Paths

 

Ship of Fools


  • Pip Cost: 2 Pips + 1 Death Pip
  • Level: Any
  • Source: Celestian Spellemental Pack
  • Spell Effect: 300 death drain to all enemies and heal 50% of each attack to caster

Spellement Paths

 

Spiritual Tribunal


  • Pip Cost: 2 Pips + 1 Balance Pip
  • Level: Any
  • Source: Celestian Spellemental Pack
  • Spell Effect: 425 life, myth or death damage to target

Spellement Paths

What are your opinions on these spells?
Which one you like the most? Comment bellow!

Share your vote!


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stormbreaker

Wizard101 player since 2012. Stormbreaker is mainly interested in PvE and game’s storyline. Even though he’s not really into PvP, he likes doing tournaments once in a while. Other interest include crafting and fishing for rare items across the Spiral.

18 COMMENTS

  • so the ice one is just another spit to the face for us ice players

  • So, the update destroys one of the defining characteristics of Storm by taking away all its blade killing abilities, then turns around and gives that property to fire in a new spell update? The abuse of the Storm school since Empyrea in favor of Fire is over the top, and KI’s apparent lack of desire to define schools by their spell characteristics is disturbing.

    • Storm still has plenty of blade removal. Disarm, Enfeeble, Catch of the Day, Leviathan. It will be interesting to see what direction they take future lore spells.

      • Bro you are overlooking the utility usage of the spells. Storm has debuffs and horrible utilities then any other school. It may be the strongest school but health is very low and strength is and utilities normally would make up for that. These nerfs have drastically changed the benefit of all utilities for storm wizards in a very poor manner. It’s so brain dead it would be pointless not to be a fire wizard right now over storm if you’re going for dps.

  • These are so pay to win a 200 more damage spectral blast for the same amount of pips

  • Last branch increasing the myth damage is the best option considering that it increases the potential attack range of the balance spell the most

  • did they take the vendor out of the test realm? I was looking around in the commons and can’t seem to find it.

    • Apparently it has been removed with the latest patch.

  • Celestial Intervention spell, it might have been a more useful spell worth crafting,
    if it was an enemy spell. that removes 3,4,5,6 shields from him and heals you,
    kind of a limited ice shatter with a heal bonus spell.

    • Unfortunately, that would have been brutally overpowered.

  • Honestly, I think i’m done, 10 plus years of playing gone, game uninstalled. I am so tired of this pay to play. Please make spells, none key farmable, or trainable. Spellaments originally I was so excited for but with all of it locked behind paywalls. I can’t afford to play anymore. The shadow rebalance really should have just been pvp because solo pve just went from a challenge to why even bother. KI I hope you can fix this and listen to more than a few voices.

  • Should not ever school get a Spellemental Spell? I do not see how they really are in the same category of lore pack spells.

  • So now fire can trap stack for days and steal my blades while doing damage? And I can toss endless money at a pack for a 5 pip heal that is neither worth the cost or the pips?

    GG KI!

  • I think it’s important to note, that the top most tier of the fire spell, Nautilus Unleashed, while probably the most powerful and useful, also requires an extra pip to cast. That makes the decision more difficult between the last spell upgrade.

    Personally, I don’t think an extra 20 damage is worth a whole additional pip.

    • Yes, however it also moves the Steal Charm effect to *before* the hit – Therefore, you can steal a Fireblade, Balanceblade, etc. from an enemy BEFORE the hit, and use it to boost the hit. The other upgrades steal a blade *after* the hit – This, *plus* the extra damage, make it worth the additional pip.

      • The original spell has that too though. People could easily stay at Tier 4,sacrificing 20 damage for 1 less pip.

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