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Damage

Damage

Damage cards make up the vast majority of all spell cards. Their purpose is to inflict an amount and kind of damage that is described upon the card. The amount and type is dependent upon the card’s rank and school. Additionally, inherent resistances in opponents may alter this damage as well. Some of these spells are Snow Serpent, Banshee, Kraken, and more.

Heal

Heal

Cards with the Heart symbol are Healing cards. As their name suggests they are spells that increase your health. Healing Spells can be influenced by global spells (which are discussed later) such as, Doom and Gloom and Sanctuary. They can also be modified by certain items that affect incoming and outgoing healing.

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 and Vampire. These spells ignore the effects of the Global spells Doom and Gloom and Sanctuary.


Wards

Ward

There are tree types of wards: Traps, Shields, and Absorption. ~

Traps are cast upon an opponent and increase the damage a target will take by certian classes. They are Consumed after use. EX: Hex, Elemental Trap, and Death Trap.



Shields : They are the opposite of traps. Instead of increasing the damage on opponent will take, they decrease the damage an opponent will take. Theey are consumed after use. EX: Tower Shield, Spirit trap, and Myth Shield. ~


Absorbtain : They are like additional health and wil take an amount of damage before they are destroyed.

        Spells that give absorbtian are: Spirit Armor, Rebirth, and Ice Armor. ~

Charm

Charm

These spells increase or decrease the overall damage, healing, or accuracy of either an incoming or outgoing spell by a certain percentage. These usually cost zero pips and are consumed after use.

Global

Global

Global spells have special bonuses that effect everyone, even opponents, in positive or negative ways. They will always cost four pips and will last until the battle ends or until a new global spell is played.

Fire, Ice, Myth, and Storm- Increase all damage of that class by 25%.
Death (Doom and Gloom)- Reduces healing effects by 50% (does not include lifestealing)
Life (Sanctuary)- Increases healing effects by 50% (does not include lifestealing)
Balance (Power Play)- Boosts everyone's power piping chance (I have seen minions and opponents power pip with this) by 35%


Manipulation

Manipulation

Manipulation spells serve a variety of purposes. They can summon minions, shuffle an opponents deck, or give pips to other players.

Enhancement

Enhancement

These cards can be attached to any regular card to improve their stats. Once you attach an enchantment card to a regular card, you create a new treasure card. Enchantment cards can only be used during duels. One does not truly cast this card, but rather, attaches it to another card in the drawn hand.

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