When I started typing up my hand-written notes on this column, I was suddenly inspired to recreate “The Twelve Days of Christmas” Wizard101 style. For this, I deeply apologize. But look, I’m going to post the link anyway! http://tiny.cc/CID12DAYS

What charms are available from your primary school? Yesterday we covered the Elemental schools. Today we’ll study the Spiritual schools. Tomorrow the column will be devoted to the charms of the Balance school. These are all the charms you can count on learning if you learn all the spells of your primary school. In the Elemental and Spiritual schools, you cannot learn these spells unless the respective school is your primary school.

  1. Necromancers: Deathblade. Zero pips, 100% accuracy. Adds 40% boost to next Death damage spell.
  2. Special note on Deathblade: If you’re wearing this blade when you cast Sacrifice, hold on for extra damage! My Necromancer does not have Sacrifice yet, but I will try to put up a death shield before casting it.
  3. Necromancers: Plague. One pip, 100% accuracy. Decreases damage of next spell by 20% for all enemies.
  4. Conjurers: Mythblade. Zero pips, 100% accuracy. Adds 35% boost to next Myth damage spell.
  5. Conjurers: Buff Minion. Zero pips, 100% accuracy. Adds 40% boost to next damage spell cast by minion.
  6. Note on Buff Minion: Conjurers can cast Buff Minion on any minion on the “friends” side of the battle.
  7. Theurgists: Lifeblade. Zero pips, 100% accuracy. Adds 40% boost to next Life damage spell. To be honest, I think Theurgists deserve a 45% zero-pip blade, because of the low damage. But that’s just me. (Actually Fiona WillowWhisper made me write that.)
  8. Theurgists: Guidance. Adds 10% accuracy to the next spell cast for all friends. This charm is triggered by ANY spell cast. If you have a chance to choose which spell to cast with the benefit of Guidance, you should not pick 100% accuracy spells such as a shield, blade, or the Black Cat spell that came with the 2009 Halloween Black Cat. Hey, I don’t mean to be catty. But don’t waste the pip that the Theurgist used to cast Guidance on you, if you can avoid it. If your spell choice has been cast in stone (Cast, get it? haha! I think I’m getting a little punchy.) BEFORE a Theurgist casts Guidance, you are forgiven.
  9. Theurgists: Guiding Light. Zero pips, 100% accuracy. Adds 30% boost to next healing spell cast by wearer.
  10. Special note on Guiding Light: Theurgists can and should cast this spell on friends, because it will boost healing cast by friends. This includes Link and Healing Hands. Guiding Light does not boost Steal Health spells (Ghoul, Vampire etc.). I’m still looking for intel on a boost to Sacrifice from Guiding Light. Necromancers, please strap on your Watchtower Boots and experiment a little on Unicorn Way. Then tweet me at @icywiz with the 411 so that I can update this column!

Remember this: I’ve been writing about these charms not only to instruct you in how to use them, but to prepare you for how they may be used by your enemies throughout The Spiral, including PvP.

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