Wizard101 Aura Spells


Aura spells are the initial part of the Star School. They provide you with a stat boost for a couple of rounds (usually 4) and after the final round both aura and the given boost disappears. Auras can also be countered with a Balance Spell Supernova. Below is the complete list of all the trainable spells and item cards of all the available auras. While trainable spells can be trained from various trainers, item cards are available from different gear pieces and jewels.

Check out other different Astral articles here:

Trainable Aura Spells

Conviction


  • Pip Cost: 0
  • Level: Sergeant (PVP)
  • Trainer: Diego the Duelmaster (Unicorn Way in Wizard City)
  • Spell Effect: +90% stun resist and +20% block for 4 Rounds (Self)

Fortify


  • Pip Cost: 0
  • Level: 50
  • Trainer: Star School Trainer (Celestia Base Camp, The Stellarium in Celestia), Qyburn Stellargaze (Panopticon in Arcanum)
  • Spell Effect: -15% incoming damage for 4 Rounds (Self)

Amplify


  • Pip Cost: 0
  • Level: 52
  • Trainer: Star School Trainer (Celestia Base Camp, The Stellarium in Celestia), Qyburn Stellargaze (Panopticon in Arcanum)
  • Spell Effect: +15% outgoing damage for 4 Rounds (Self)

Infallible


  • Pip Cost: 0
  • Level: 54
  • Trainer: Star School Trainer (The Stellarium in Celestia), Qyburn Stellargaze (Panopticon in Arcanum)
  • Spell Effect: +15% accuracy and +15% pierce for 4 Rounds (Self)

Vengeance


  • Pip Cost: 0
  • Level: 56
  • Trainer: Star School Trainer (The Stellarium in Celestia), Qyburn Stellargaze (Panopticon in Arcanum)
  • Spell Effect: +20% crticial for 4 Rounds (Self)

Empowerment


  • Pip Cost: 0
  • Level: 58
  • Trainer: Star School Trainer (The Stellarium in Celestia), Qyburn Stellargaze (Panopticon in Arcanum)
  • Spell Effect: Gain 1 pip from incoming spells that cost 4 or more pips for 4 Rounds (Self)

Berserk


  • Pip Cost: 0
  • Level: 66
  • Requirements: Q: Stars and Stripes
  • Trainer: Star School Trainer (Zamunda in Zafaria), Qyburn Stellargaze (Panopticon in Arcanum)
  • Spell Effect: +40% incoming damage and +30% outgoing damage for 4 Rounds (Self)

Mend


  • Pip Cost: 0
  • Level: 66
  • Requirements: Q: Stars and Stripes
  • Trainer: Star School Trainer (Zamunda in Zafaria), Qyburn Stellargaze (Panopticon in Arcanum)
  • Spell Effect: +20% outgoing healing for 4 Rounds (Self)

Furnance


  • Pip Cost: 0
  • Level: 84
  • Requirements: Q: Third Star on the Left
  • Trainer: Star School Trainer (Three Points in Azteca), Qyburn Stellargaze (Panopticon in Arcanum)
  • Spell Effect: +25% outgoing fire damage, +5% accuracy and +10% incoming ice damage for 4 Rounds (Self)

Sleet Storm


  • Pip Cost: 0
  • Level: 84
  • Requirements: Q: Third Star on the Left
  • Trainer: Star School Trainer (Three Points in Azteca), Qyburn Stellargaze (Panopticon in Arcanum)
  • Spell Effect: +25% outgoing ice damage, +5% accuracy and +10% incoming fire damage for 4 Rounds (Self)

Galvanic Field


  • Pip Cost: 0
  • Level: 84
  • Requirements: Q: Third Star on the Left
  • Trainer: Star School Trainer (Three Points in Azteca), Qyburn Stellargaze (Panopticon in Arcanum)
  • Spell Effect: +25% outgoing storm damage, +5% accuracy and +10% incoming myth damage for 4 Rounds (Self)

Devotion


  • Pip Cost: 0
  • Level: 84
  • Requirements: Q: Third Star on the Left
  • Trainer: Star School Trainer (Three Points in Azteca), Qyburn Stellargaze (Panopticon in Arcanum)
  • Spell Effect: +25% outgoing life damage, +5% power pip chance and +10% incoming death damage for 4 Rounds (Self)

Cycle of Life


  • Pip Cost: 0
  • Level: 84
  • Requirements: Q: Third Star on the Left
  • Trainer: Star School Trainer (Three Points in Azteca), Qyburn Stellargaze (Panopticon in Arcanum)
  • Spell Effect: +25% outgoing healing, +5% power pip chance and +10% incoming death damage for 4 Rounds (Self)

Virulence


  • Pip Cost: 0
  • Level: 84
  • Requirements: Q: Third Star on the Left
  • Trainer: Star School Trainer (Three Points in Azteca), Qyburn Stellargaze (Panopticon in Arcanum)
  • Spell Effect: +25% outgoing death damage, +5% power pip chance and +10% incoming life damage for 4 Rounds (Self)

Reliquary


  • Pip Cost: 0
  • Level: 84
  • Requirements: Q: Third Star on the Left
  • Trainer: Star School Trainer (Three Points in Azteca), Qyburn Stellargaze (Panopticon in Arcanum)
  • Spell Effect: +25% outgoing myth damage, +5% power pip chance and +10% incoming storm damage for 4 Rounds (Self)

Chastisement


  • Pip Cost: 0
  • Level: 84
  • Requirements: Q: Third Star on the Left
  • Trainer: Star School Trainer (Three Points in Azteca), Qyburn Stellargaze (Panopticon in Arcanum)
  • Spell Effect: +25% outgoing balance damage, +5% power pip chance and +5% incoming elemental damage for 4 Rounds (Self)

Punishment


  • Pip Cost: 0
  • Level: 84
  • Requirements: Q: Third Star on the Left
  • Trainer: Star School Trainer (Three Points in Azteca), Qyburn Stellargaze (Panopticon in Arcanum)
  • Spell Effect: +25% outgoing balance damage, +5% power pip chance and +5% incoming spirit damage for 4 Rounds (Self)

Brace


  • Pip Cost: 0
  • Level: 110
  • Requirements: Fortify
  • Trainer: Qyburn Stellargaze (Panopticon in Arcanum)
  • Spell Effect: -20% incoming damage for 4 Rounds (Self)

Magnify


  • Pip Cost: 0
  • Level: 110
  • Requirements: Amplify
  • Trainer: Qyburn Stellargaze (Panopticon in Arcanum)
  • Spell Effect: +20% outgoing damage for 4 Rounds (Self)

Flawless


  • Pip Cost: 0
  • Level: 110
  • Requirements: Infallible
  • Trainer: Qyburn Stellargaze (Panopticon in Arcanum)
  • Spell Effect: +20% accuracy and +15% pierce for 4 Rounds (Self)

Adapt


  • Pip Cost: 0
  • Level: 110
  • Requirements: Empowerment
  • Trainer: Qyburn Stellargaze (Panopticon in Arcanum)
  • Spell Effect: Gain 1 power pip from incoming spells that cost 6 or more pips for 4 Rounds (Self)

Frenzy


  • Pip Cost: 0
  • Level: 110
  • Requirements: Berserk
  • Trainer: Qyburn Stellargaze (Panopticon in Arcanum)
  • Spell Effect: +40% outgoing damage and +30% incoming damage for 4 Rounds (Self)

Renew


  • Pip Cost: 0
  • Level: 110
  • Requirements: Mend
  • Trainer: Qyburn Stellargaze (Panopticon in Arcanum)
  • Spell Effect: +25% outgoing healing for 4 Rounds (Self)

Item Card Aura Spells

 

Eruption


  • Pip Cost: 0
  • Spell Effect: +10% outgoing fire damage and +3% block for 4 Rounds (Self)
  • Sources:
    • Erratic Eruption Opal (Triangle Jewel)
    • Djinn Pendant of Sparks (Amulet, Lvl 112+)
    • Sand Sea Amulet of Explosion (Amulet, Lvl 116+)

Icewind


  • Pip Cost: 0
  • Spell Effect: +10% outgoing ice damage and +3% block for 4 Rounds (Self)
  • Sources:
    • Erratic Icewind Opal (Triangle Jewel, Lvl  15+)
    • Djinn Pendant of Wintertide (Amulet, Lvl 112+)
    • Sand Sea Amulet of Blusters (Amulet, Lvl 116+)

Outpouring


  • Pip Cost: 0
  • Spell Effect: +10% outgoing storm damage and +3% block for 4 Rounds (Self)
  • Sources:
    • Erratic Outpouring Opal (Triangle Jewel, Lvl  15+)
    • Djinn Pendant of Swells (Amulet, Lvl 112+)
    • Sand Sea Amulet of Bolts (Amulet, Lvl 116+)

Intensify


  • Pip Cost: 0
  • Spell Effect: +10% outgoing storm damage and +3% block for 4 Rounds (Self)
  • Sources:
    • Erratic Intensify Opal (Triangle Jewel, Lvl  15+)
    • Djinn Pendant of Vim (Amulet, Lvl 112+)
    • Sand Sea Amulet of Ardon (Amulet, Lvl 116+)

Acrimony


  • Pip Cost: 0
  • Spell Effect: +10% outgoing life damage and +3% block for 4 Rounds (Self)
  • Sources:
    • Erratic Acrimony Opal (Triangle Jewel, Lvl  15+)
    • Djinn Pendant of Reverie (Amulet, Lvl 112+)
    • Sand Sea Amulet of Blight (Amulet, Lvl 116+)

Apologue


  • Pip Cost: 0
  • Spell Effect: +10% outgoing myth damage and +3% block for 4 Rounds (Self)
  • Sources:
    • Erratic Apologue Opal (Triangle Jewel, Lvl  15+)
    • Djinn Pendant of Invention (Amulet, Lvl 112+)
    • Sand Sea Amulet of Curiosity (Amulet, Lvl 116+)

Recompense


  • Pip Cost: 0
  • Spell Effect: +10% outgoing balance damage and +3% block for 4 Rounds (Self)
  • Sources:
    • Erratic Recompense Opal (Triangle Jewel, Lvl  15+)
    • Djinn Pendant of Justice (Amulet, Lvl 112+)
    • Sand Sea Amulet of Accord (Amulet, Lvl 116+)

Upheaval


  • Pip Cost: 0
  • Spell Effect: +5% outgoing damage and +3% block for 4 Rounds (Self)
  • Sources:
    • Dunes Djinni’s Pendant (Amulet, Lvl 112+)
    • Amulet of the Sand Sea (Amulet, Lvl 116+)

Bulwark


  • Pip Cost: 0
  • Spell Effect: -40% incoming damage and -40% outgoing damage for 4 Rounds (Self)
  • Sources:
    • Bulwark (Pet Talent – Decade Firecat, Decade Gargoyle, Decade Piggle)

Reinforce


  • Pip Cost: 0
  • Spell Effect: +40% outgoing damage and -40% resist for 4 Rounds (Self)
  • Sources:
    • Reinforce (Pet Talent – Decade Firecat, Decade Gargoyle, Decade Piggle)

Quicken


  • Pip Cost: 4
  • Spell Effect: Gain double pips for 4 Rounds (Self)
  • Sources:
    • Battlemage Staff and Shield (Wand May-Cast, Lvl 100+)

Impede


  • Pip Cost: 4
  • Spell Effect: Gain no pips for 4 Rounds (Target)
  • Sources:
    • Battlemage Staff and Shield (Wand May-Cast, Lvl 100+)

Sugar Rush


  • Pip Cost: 0
  • Spell Effect: Gain 5 pips and gain no pips for 4 Rounds (Self)
  • Sources:
    • Whisk of Doom (Wand May-Cast, Lvl 120+)

Are those all the Aura Spells?


Technically no. Above are all the aura spells available for wizards throughout the general gameplay. As far as auras go, there is a lot more to discover in your journey through the Spiral. For instance, you may find some auras in different game modes such as the Beastmoon Hunt. Also, there are various bosses in PvE that are located all over the Spiral who use cheats in the form of auras. Those will be fun for you to discover!

Additionally, we’ve started to see auras being added to regular damage spells such as Stormwing that was introduced in the Spring of 2021. Thus, who knows what lies in the future for aura spells!

Which aura spells do you find most useful?
Tell us in the comments!

Share your vote!


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

8 COMMENTS

  • Under the Bulwark card, you made a typo of “Bulward”. Also, I’d recommend recommend removing the pip cost, as all of the auras cost 0, as anyone who has even played 30 minutes of this game knows how to identify how many pips a spell requires. I do realize that Quicken and Impede cost 4, however, as of this writing, the only way a player can use it is through a maycast, and maycasts do not cost any pips.

    • Thanks, fixed.

  • You put +20% for Brace’s spell effect.

    • Fixed, thanks.

  • Nice! However, there are four things that would make this article EVEN better!

    For example, not all of these spells can be learned as-is. They require you to learn another aura spell first. Maybe you could add that information still? For example, Brace requires you to learn Fortify first, and Frenzy requires Berserk.

    It would also be very useful to get the exact location of the trainer, such as the information that the Zafaria Star school trainer is in Zamunda.

    Also important: the level required to train the spell + up the where you need to quest in Zafaria to get access the the trainer. I know I’ve always struggled with the Zafaria one. Does it require a side quest as well as a main quest? Can’t remember.

    These are the things I would be searching the answer for on Final Bastion.

    • Oh, the level is there already, great 🙂 I also started thinking about my Zafaria problem. Maybe that one was related to a different astral spell – and not to an aura? My memory likes to play tricks on me! If so, it doesn’t belong in this article.

      If that’s the case then we just need the exact location of the trainer + the prerequisites of some of the spells!

    • Thanks, I’ve updated the article with requirements and trainer locations. The Zafaria trainers are unlocked by completing main quests and you’ll unlock them way before you can train the spells.

  • I’ve been a big fan of Empowerment, especially when I’m playing as a healer. Might not be as good as Cycle of Life or another healing aura, but it’s pretty neat to get pips back for casting Pigsie.

Leave a Reply

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

Final Bastion