Secondary School Choices
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- Category: Wizard101 Articles
- Published on Friday, 11 March 2011 17:23
- Written by Kyle Wilson
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Secondary School Spells:
I've often had long conversations with folks in the game about secondary school spell choices. Text chat isn't the easiest way to talk about such an involved topic, so I've put together this article. It will probably get revised as time goes on and I find out additional things that I hadn't known before. Much of what follows came from digging around in the various wizard101 forums and from experience running wizards and seeing what I found useful. I've run balance, storm and myth (and soon now life) wizards to legend level, so for other schools, other rules may apply ![]()
The 'classic' experienced wizard101 secondary school choices seem to be:
- death spells up to feint (seven training points I think). You really only use feint here once you get to high level. One pip for 70% more damage is a pretty good trade.
- ice spells up to tower shield. Zero pips and cuts damage in half. This is a must have. Costs somewhere around five training points.
- Usually buy reshuffle. Don't actually cast it much, but when you need it you really need it. This is a balance spell (from a hidden trainer in wizard city in the alley by Mindy Pixiecrown) and for three pips lets you reload your whole deck. If you have two of these in a deck then you can keep going forever (you'll always reshuffle one of them into the new deck and then use that to reshuffle again).
- Spritual Blades and Spiritual Traps for life, death and myth wizards and Elemental Blades and Elemental Traps for fire, ice and storm wizards. These cost one training point each and cost one pip to cast. They add yet another blade or trap to your deck and since different blades stack up they let you seriously boost your damage if you can get them all on a target. I believe that the balance tree in Krok has these too.
- Once you get to Celestia, the three Astral spell schools become avaialable. Loog for the little kiosks with a spinning thing on top. The three schools are:
- Sun has 'fist' and accuracy spells. These are two separate 'tracks'. You need to start with the lowest powered spell in a given track and then buy up the higher powered spells as you level up. These are used by adding them to your hand and then in battle clicking on the sun spell card and then on an attack spell. The enhancement from the sun spell will be applied to the attack at that point. Be aware that you can only apply one upgrade to a given spell and that some spells can't be enhanced (and cards from gear and pets don't seem to be upgradeable either). I tend to buy all of the fist spells and skip the accuracy spells. Adding 225 points of damage against each target of an attack is great, most of my wizards don't fizzle often enough at legendary levels for the accuracy spells to seem worth the training points.
- Moon has polymorph spells and mutate spells. I've found no real use for the mutate spells as they change the base spell (used just like the sun spells) to another school and often upgrade the damage, but they change the school and thus popwer pips give one pip per, so they're like getting more secondary school attack spells...not very useful to me at the levels where you can get them. The polymorph spells are somewhat more useful. They change you into another creature for six turns and replace your cards, hit points and pretty much everything else. You don't exactly get free hit points, if you're at half health and you turn into something that normally has 5000 hits points, you'll have 2500 to start with. Of these, I've found the level 55 polymorph treant to be useful (at least for non-life mages) as it costs only one training point to get and provides significant buddy healing capabilities. For life wizards, the others might be useful in order to provide some extra crunch as needed. One of the larger issues with the polymorph spells is that you can't end the spell early. Once you've decided to change, you're stuck with the change for the full six rounds (and if you're a storm turning into a tree, losing your big damage spells for this long can be painful).
- Star has 'auras' that last for four turns. These cost zero pips to cast. Of these, I only regulary use the vengeance aura that increases critical chance by 20% (and this only begins to make sense when you get towards level 60 and your base critical chance is decent). The damage booster and shielding auras are ok, but not generally good enough to make it into my deck. The one that gives you pips if you get hit by a many pip spell isn't something I've really messed with much.
- I am considering (not sure yet, so holding off) getting some single shields (from the wiz city games area) 80% shields and perhaps some quench spells (from the trainer on colossus ave) for my life. Might be reasonable things to use in PvP and I'm not certain that a life wizard needs to spend seven training points of feint if their main PvP role is healing. Adding more shields and quenches to keep the other side from snuffing you may have more value. Not sure when I'll commit on that one (kind of expensive in real cash to retrain though, so I need to stick with whatever I choose). These can be bought as treasure cards, so that factors in as well.
Location of the Reshuffle Trainer


