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wizard101 170 spells
In Wizard101, there are far more than 170 spells in the game. The exact number is constantly growing with new worlds, spell updates, and the introduction of the Arcanum spell schools (like Shadow Magic, Celestial Magic, and Sun/Star/Moon enchantments). However, if you're looking for a comprehensive list or a specific count around 170, you might be referring to the core combat spells from the main schools, including trained, item, and lore spells, but likely not counting every single variant (like different ranks of the same spell). Heres a breakdown of where the spells come from to give you an idea of the scale: The 7 Primary Schools Each school has 15-20 core damage, shield, and utility spells learned through quests or trainers. Fire, Ice, Storm, Myth, Life, Death, Balance The 4 Secondary Schools (Sun, Star, Moon) These aren't used independently but provide enchantments (like Damage Boosts, Accuracy Boosts, Auras, Charms, Wards, Polymorphs, Steal Charms/Wards, Minion Manipulation, Shadow Pip Spells, Juju etc.). Dozens of spells here, many with multiple ranks (e.g., Gargantuan, Colossal, Epic, etc.). Shadow Magic Introduced in Khrysalis. These are powerful spells that require a Shadow Pip. Each primary school has at least 2-3 Shadow-enhanced spells (e.g., Fire Dragon -> Fire From Above). "Lore Spells" Spells dropped from specific bosses (like Loremaster, Keeper of the Fang, etc.) or crafted. These are often unique and powerful. Examples: Deer Knight (Death), Lord of Night (Myth), Winter Moon (Ice), Ninja Pigs (Myth), Handsome Fomori (Fire), etc. There are dozens. Item Card Spells Spells that come from gear, pets, jewels, or mounts. These are countless, as new gear is added constantly. Many are unique effects not found elsewhere. Spellements & Archmastery Spells The modern system allows you to upgrade spells through Spellements to unlock new versions (e.g., different damage types, lower pips, etc.). This creates multiple "paths" for a single spell. The Archmastery system also introduced school-specific "pips" and new spell interactions. Celestial Magic (Astral Magic Revamp) This is a newer system that replaced some Sun/Star/Moon spells with more balanced and thematic Celestial spells. Special Bundle, Promo, & Crafted Spells Spells like Ship of Fools (Death), Raging Bull (Fire), Snappy Gryphon (Storm), Gunslinger (Myth), etc. So, why "170 spells"? A few years ago, before some major expansions, a fan-created count of all unique, collectible spell cards (excluding simple item cards) might have landed in the 150-200 range. The number 170 could be a snapshot from an older wiki page or community list that counted: All main school learned spells. All trained Sun/Star/Moon spells. All Lore spells available at the time. Key Shadow spells. Possibly excluding most item cards and spellement variants. How to Find a Current List: The best resource is the Wizard101 Wiki. Go to the "Spells" category page. Use the school filters (Fire, Ice, Storm, etc.). You can also filter by source: "Trained", "Lore", "Item Card", etc. In summary: While there are easily over 300+ unique spell effects and cards in Wizard101 today, the figure of 170 likely refers to an older, curated list of major non-item-card spells. The true number is much higher and always increasing. Would you like a list of, for example, the top 10 most sought-after Lore spells, or a breakdown of spells for a specific school?
In Wizard101, there are far more than 170 spells in the game. The exact number is constantly growing with new worlds, sp...
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Major balance changes to all classes, new dungeon difficulty, and holiday events are now available. Check out the full patch notes for details.
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