Wizard101 Summer 2023 Lore Spells


Summer 2023 Test Realm is here and with it comes 7 exciting new spells, all centered on Khrysalis’s bravest mouse, Dyvim! These spell can be achieved via spellements which will be released in an upcoming lore pack, but are currently trainable in Test Realm from Decius. Hopefully in the not too distant future, we might also find these spellements on a gold skeleton key boss. These spells also work in the concept of archmastery school pips that were introduced in Novus and have become standardized for lore spells. Lets check them out below!

Dyvim’s Resurgence


  • Pip Cost: 2 Pips + 1 Balance Pip
  • Obtained via: Burrower’s Rebellion Pack (35 Spellements)
  • Spell Effect: 375 balance damage, applies 2 -30% heal traps to target.

PVE: I see no practical use for this spell in pve. Healing mobs or bosses are typically a problem because of AOE heals. Heal debuff traps are the worst way to counter those. Not likely to see use in PvE

PvP: Balance is one of the schools that really give Life a run for their money in PvP. I am doubtful this spell will be used to mitigate that given the current counters. Additionally, heal debuff traps are terrible against Heal Over Times, the primary way to heal in pvp right now. Life and Fire counter traps easily so this is a bit odd. This spell wouldn’t even counter the fire spell further down the page. Infections work better along with Triton or Gearhead Destroyer. Bad addition to Balance, I expect this spell to see no use in PvP.

Spellement Path

KIIII-YAAAA!


  • Pip Cost: 2 Pips + 1 Death Pip
  • Obtained via: Burrower’s Rebellion Pack (35 Spellements)
  • Spell Effect: 300 death damage to target and 35% universal blade to self.

PVE: I see no practical use for this spell in pve when death wizards already have many blade spells at their disposal. Not likely to see use.

PvP: The only perk of this spell is the universal blade. However the damage doesn’t feel that great in comparison to other lore spells like Headless for 1 pip more, 155 damage, and a second 35% DEbuff. There are better blade spells out there for Death to use. Bad addition to Death, not likely to see use in PvP.

Spellement Path

Whitehart Fire


  • Pip Cost: 3 Pips + 1 Fire Pip
  • Obtained via: Burrower’s Rebellion Pack (35 Spellements)
  • Spell Effect: 370 Fire damage to target and 645 health over time (protected).

PVE: I don’t expect this spell to see much use in pve aside from players wanting to see the new animations. High dpp schools are not known for healing and less so healing themselves. Not likely to see use.

PvP: Since Rhoshambo was introduced to to Advanced Combat, and more importantly PvP, Fire wizards have been lacking the proper tools to synergize with life spells. This spell is the Goat Monk of Fire and fills an important gap. Unlike Beary Surprise, this spell is 5 rounds which gives fire a better chance to pull off a HOT gambit. Great addition to fire’s arsenal.

Spellement Path

Deermouse Trap


  • Pip Cost: 3 Pips + 1 Ice Pip
  • Obtained via: Burrower’s Rebellion Pack (35 Spellements)
  • Spell Effect: 410 ice damage to target and +40% universal trap to target.
PVE: I don’t expect this spell to see much use in pve aside from players wanting to see the new animations. The trap is a worthy buff but likely doesn’t have anything on alpha striking.

PvP: Deermouse Trap provides a strong buff and a good way for ice to buff instead of blading for ice vs ice or ice vs death match ups. The trap is universal which makes it a great tool for players who are dual schooling with ice as their primary or secondary school. A worthy addition to Ice’s spellbook.

Spellement Path

Burrowing Bane


PVE: Who is using dots in PvE….

PvP: I really love this spell for life because it’s a low pip dot focused on dealing damage, and it’s not trying to do multiple things like Hunting Wyrm or Wings of Fate. My only critique here would be that its five rounds. I think life dots should naturally be 4 rounds as a part of their identity. This way they aren’t getting as much leverage on shields as Fire or Myth. But also, they have weaker DPP and extending the dot makes it a bit harder to leverage that damage. I look forward to some funky hit and detonate plays with this spell. Solid addition to Life, I will be using it in PvP.

Spellement Path

Hero Of Khrysalis


  • Pip Cost: 3 Pips + 1 Myth Pip
  • Obtained via: Burrower’s Rebellion Pack (35 Spellements)
  • Spell Effect: 880 myth damage after 5 rounds.

PVE: Better than a dot, but not by much…

PvP: Following the push to dots and deferred hits for myth a gap really opened up in our arsenal. This spell aims to fill that by giving Myth wizards a reliable low pip myth bomb. It will be a lot of fun to leverage this spell with Troll + Detonate and Cyclops + DOT traps. Great addition to Myth, I will be using it in PvP.

Spellement Path

Revolutionary Strike


  • Pip Cost: 1 Pip + 1 Storm Pip
  • Obtained via: Burrower’s Rebellion Pack (35 Spellements)
  • Spell Effect: 375 storm damage to target and extend HOT by 2 rounds.

PVE: Storm wizards don’t heal in PvE. This spell automatically has no place there.

PvP: This spell is pulling me in multiple directions. On one hand it’s simply better to beary surprise spam instead of extending a hot. On the other hand the utility is probably more useful in a dual school sense than anything else, similar to how Myth has Troll + Detonate 150% when Fire is the primary DOT user. I think the best use of this spell will be on high value 5 round HOTs. The best example of this would be regenerate. Decent utility added to the mix but unsure if it will see use in PvP.

Spellement Path

Which spell do you like the most?
Tell us in the comments!

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