Patch 11.0.5 Now Live
Major balance changes to all classes, new dungeon difficulty, and holiday events are now available. Check out the full patch notes for details.
In Wizard101, each of the seven schools of magic has its own unique spells, ranging from damage-dealing attacks to utility spells like shields, heals, and charms. Below is a breakdown of the primary schools and some of their notable spells: Fire School (Pyromancy) - Damage Spells: Firecat, Fire Elf, Heckhound, Sunbird, Rain of Fire, Scorching Scimitars - Utility Spells: Fire Shield (Fireblade), Power Link (self-heal), Backdraft (trap), Fuel (damage boost) - Signature: Over time (DoT) damage spells, strong AoE options. Ice School (Thaumaturgy) - Damage Spells: Frost Beetle, Snow Shark, Ice Wyvern, Frost Giant, Woolly Mammoth - Utility Spells: Tower Shield (universal resist), Legion Shield (team resist), Iceblade, Stun Block - Signature: High health, defensive spells, and stuns. Storm School (Diviner) - Damage Spells: Lightning Bats, Storm Shark, Kraken, Storm Lord, Sirens - Utility Spells: Stormblade, Windstorm (damage boost), Cleanse Charm (removes debuffs) - Signature: High damage, low accuracy, and critical focus. Myth School (Conjurer) - Damage Spells: Bloodbat, Troll, Cyclops, Minotaur, Orthrus, Medusa - Utility Spells: Mythblade, Shatter (remove shields), Earthquake (removes traps/wards) - Signature: Minion summoning, spell-breaking effects, and stuns. Life School (Theurgist) - Damage Spells: Imp, Leprechaun, Seraph, Centaur, Forest Lord - Utility Spells: Sprite, Fairy, Satyr (heals), Lifeblade, Guiding Light (heal boost) - Signature: Healing-focused, moderate damage. Death School (Necromancer) - Damage Spells: Dark Sprite, Ghoul, Wraith, Vampire, Scarecrow, Ship of Fools - Utility Spells: Deathblade, Feint (trap), Sacrifice (self-heal), Bad Juju (weakness aura) - Signature: Drain spells (damage + self-heal), debuffs. Balance School (Sorcerer) - Damage Spells: Scarab, Locust Swarm, Hydra, Judgment, Chimera - Utility Spells: Balanceblade, Bladestorm (team blade), Hex (universal trap), Helping Hands (heal) - Signature: Jack-of-all-trades, supports all schools. Shadow School (Astral Magic) - Shadow Spells (Available to all schools after Khrysalis): - Damage: Shadow Shrike, Glowbug Squall, Luminous Weaver - Utility: Shadow Sentinel (defense), Shadow Seraph (heal) Astral Schools (Sun, Moon, Star) - Sun: Enchantments (e.g., Gargantuan, Epic) - Moon: Polymorph spells (transform into creatures) - Star: Auras (e.g., Fortify, Frenzy) Would you like details on a specific school or spell mechanics (e.g., crafting, PvP usage)?
In Wizard101, each of the seven schools of magic has its own unique spells, ranging from damage-dealing attacks to utili...
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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.
Celebrate the season with special quests, unique rewards, and festive activities throughout Azeroth. Event runs until January 2nd.