This roleplay takes place in the universe of Wizard101! Come create a young wizard in the Spiral and choose your school of magic! The schools are as follows:
Fire - The Fire School will train its student wizards to do damage over time. Fire Wizards pile on spells that will continually do damage to the enemy. Initially these spells will not do much damage, but they eventually stack for possible large amounts of damage in short amounts of time. Fire wizards also learn the ability to stun, which disables the enemy from acting for one turn. They can heal themselves enough to get by, but nothing substantial. The majority of Fire spells have a 75% chance of casting.
Ice - The Ice School will train its student wizards to take high amounts of damage and survive. Ice Wizards have the highest natural health points and defenses which enable them to take large amounts of damage without dying. It is very hard to defeat them. A lot of their functional spells have to do with increasing their defenses and absorbing damage. They also have the ability to taunt enemies, which forces the enemy to focus attacks on them. This can come in handy when playing in a group. The majority of Ice spells have an 80% chance of casting.
Storm - The Storm School will train its student wizards to do a lot of damage. Storm Wizards have the ability to unleash high amounts of damage from an early level, which is good, but they place too much emphasis on power, and therefore suffer in terms of accuracy. They also have the least amount of base health points of any of the schools. When enemies cast damage buffs on themselves or damage reducers on a friendly player, storm wizards can remove those spells. The majority of Storm spells have a 70% chance of casting.
Life - The Life School will train its student wizards to heal themselves and other players. Life Wizards are given the ability to heal themselves the most effectively, as well as the unique ability to heal other players. Combined with this, they do low to moderate damage attack spells with extremely high accuracy rates. They also possess the sole group heal spell. The majority of Life spells have a 90% chance of casting.
Myth - The Myth School will train its student wizards to summon minions. Myth Wizards eventually get four different types of minions, each with a little different function. They have their own moderate damage spells with moderate accuracy, but a lot of their more functional spells deal with buffing, healing, and protecting their minions. They also have the ability of taking down defenses on other players, so if someone is stacking a bunch of defensive spells, a Myth wizard can get rid of them. The majority of Myth spells have an 80% chance of casting.
Death - The Death School will train its student wizards to steal and support themselves. Death Wizards belong to an advanced school, simply because most of their spells take multiple step combinations to use effectively. Their spells aren’t the strongest, but some have the ability to absorb health from the enemy, which serves as a way for them to heal themselves. They have many preparatory spells that allow them to build up high-damage spells. The majority of Death spells have an 85% chance of casting.
Balance - The Balance School will train its student wizards to be effective in group play. Balance Wizards are most effective in group play because they have the ability to buff other players as well as themselves. Although effective in group-play, they can still sufficiently play alone. They have a little bit of everything, which allows them to surpass most monster resistances, heal themselves a little bit, and buff players. The majority of Balance spells have an 85% chance of casting.
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Rules:
- Standard darkSpyro rules.
- This roleplay will incorporate the in-game mechanics of Wizard101. This means that certain aspects of the roleplay will be determined by RNG, such as loot, spell damage, and fizzles.
- You do not have to have played Wizard101 prior to joining this roleplay. The beginning of the roleplay will be dedicated to explaining the in-game mechanics that the roleplay follows.
- For the time being, there is a three character limit.
- The vast majority of the characters will be the age of 12. Message me if you'd like to make a character over or under the age of 12 and we'll work something out.
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Character Sheet:
Name:
Age:
Gender:
Species: (Human, Mander, Marleybonian Dog, Mooshu Goat/Cow, Draconian, etc.)
Personality:
Appearance:
Magic School:
Other:
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