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Damage

Damage

Damage cards make up the vast majority of all spell cards. Their purpose is to inflict a certain amount of damage to the selected target, depending on rank and school type. In addition, inherent resistances in opponents, as well as boosts, may alter the damage dealt.

There are three types of damages: One Hit, Damage over Time (DoT), and Area of Effect (AoE).

One Hit spells inflict damage to one target only for a varied amount of damage.

Double Hit spells inflict damage to one target twice for varied amounts of damage, e.g Orthrus (Spell)

Triple Hit spells inflict damage to one target three times for varied amounts of damage, e.g. Hydra (Spell)

Damage over Time spells inflict a small amount of damage on the first turn on one sole target, and distributes the rest of the damage over a series of turns (this type also applies to healing spells), e.g. Fire Elf, Sprite.

Area of Effect spells inflict damage to all enemies present during battle (this type also applies to charm or ward spells), e.g. Blizzard, Storm Lord, Bladestorm.

Healing

Heal

Cards with a heart symbol are healing cards. These types of cards restore your health and/or others for a set amount, depending on rank. Healing spells can be influenced by global spells (which are discussed later) such as Doom and Gloom and Sanctuary, and by certain equipment that can effect incoming and outgoing healing.

A widely-known healing spell, the Pixie, only heals the caster. Most others, including Sprite, Fairy, and Satyr are able to heal others as well.

Steal

Steal

Steal spells deal damage to an opponent and return to the caster half of the damage (rounded down) in life. Examples include Ghoul, Vampire, Wraith, and Scarecrow. These spells ignore the effects of the Global spells Doom and Gloom and Sanctuary as well as Absorbtion Wards and spells such as Infection.


Ward

Ward

There are three types of wards: Traps, Shields, and Absorbs.

Traps are cast upon an opponent and increase the damage that target will take by a set percentage amount, e.g.Hex, Elemental Trap, Death Trap.

Shields are cast upon yourself and/or your allies and decrease the damage you/your allies will take by a set percentage amount, e.g. Tower Shield, Elemental Shield.

Absorbs act like a temporary armor. These wards can deflect an attack for a set amount of damage, until all of its amount is used up. The only thing they do not protect against is Steal Spells, such as Ghoul and Vampire. Examples of absorb wards are Spirit Shield and Ice Armor.

Charm

Charm

Charms are spells that effect damage output (either positive or negative), and can be cast on you, others, or your enemy.

Positive charms increase the damage of your next attack and can only be cast on you or your allies, e.g. Iceblade, Balanceblade.

Negative charms decrease the damage of your next attack and can only be cast on your enemies, e.g. Weakness.

Some charms can also increase or decrease healing amount, such as Guiding Light and Infection (this does not affect Health Drain spells). Others can also increase or decrease the accuracy of your next spell, such as Smoke Screen, Black Mantle, Lightning Strike, and Guidance.

Global

Global

Global spells have special bonuses that effect everyone in a duel, even opponents, in positive or negative ways. These spells last until the battle is over, or until someone plays a different global spell. You can not have two active at any one time.

Fire (Wyldfire), Myth (Time of Legend), and Storm (Darkwind) - Increase all damage of that class by 25%.
Ice (Balefrost) - Increase all damage of that class by 35%
Death (Doom and Gloom) - Reduces healing effects by 50% (does include lifestealing).
Life (Sanctuary) - Increases healing effects by 50% (does not include lifestealing).
Balance (Power Play) - Boosts everyone's, including enemies', chance of gaining a Power Pip by 35%.


Manipulation

Manipulation

Manipulation spells serve a variety of purposes. They can summon Minions to help you, Reshuffle either your or a friend's deck, or give pips to other players.

Prisms, which convert a spell's power to that of its opposite school, are also Manipulation spells (for example, Fire Prism converts Fire to Ice).

Enchantment

Enhancement

These are Treasure Cards that you can use on certain spell cards and can only be used during battle. Upon use, the stats of the spell(e.g. damage or accuracy) are altered and the spell is turned into a Treasure Card.

To use an Enchantment Card, click on the Enchantment card in a duel, and then click on the card in your hand that you want to enhance (this does not take up your turn). You cannot use Enchantment spells on spells that have already been enchanted.

(Reminder: You must discard a card from your hand in order to draw a Treasure Card.)

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