Schools of Magic
Each new Wizard will choose their Primary School of focus when they create their character. You can learn all the spells in that school for free, either training at your Professor, or through quests.
You will receive one training point every 4 levels till 20. This means you will receive them at level 4, 8, 12, 16 and 20. After level 20, you will receive one training point every 5 levels. You can also receive training points through certain quests. In order to learn higher level spells of a school, you have to first learn the lower level spells.
If you make a mistake, visit Mr Lincoln in Golem Court. He will let you buy your Training Points back with Crowns, and you will lose those spells. You must be at least level 12 to buy back your Training Points. This transaction costs Crowns.
Balance School
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.
Life School
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.
Death School
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.
Ice School
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.
Myth School
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.
Storm School
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.
Fire School
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.
Secondary Schools of Magic
Some schools are only available with Training Points. These schools cannot be trained as your 'Primary School of Focus'. These schools are only available to players level 50 and over and can be found in the world of Celestia.
Sun School
The focus of the Sun School is primarily on enchantments. Enchantments from the Sun School operate in the same manner as all other enchantments in the game. At the basic level they just give boosts to accuracy and damage but at higher levels they will include mutates and larger bonuses. One of the differences between Sun School enchantments and other in-game enchantments is that cards enchanted with Sun School cards disappear after combat is resolved. Sun School cards cannot be used on Rank 0 spells or Rank X spells.
Moon School
The moon school is focused on polymorphing. Polymorph is a new way to play Wizard101 where players can use a spell card to transform the caster into another being and swap out their spell deck! You will not only LOOK like a creature, but you will also gain a whole new set of statistics for accuracy, health, pip chance, and more...allowing you to play different roles when grouping with friends. If a duel contains two Life Wizards on one side, one can cast the Draconian polymorph that will boost their damage. If a duel contains two Storm Wizards, one could cast the Gobbler polymorph to change their abilities to suit the duel and the partners in that duel.
Star School
The star school will be focused around a new type of magic called Auras. Auras are magical energy that surround and protect or strengthen the Wizard. Auras are unique and different from other magic in that they can't be stacked, broken, or dispelled but they will disappear over time. Auras can boost accuracy, damage, resistance, or even convert incoming spells to pips for you.
Shadow Magic
There is another kind of magic in the Spiral, in addition to the seven primary schools and the three Astral schools – it is an underlying, reality-defining and bending magic known as Shadow Magic. Shadow Magic can only be trained by spending Training Points, and cannot be learned as a Primary School of focus.
Shadow Magic is learned from Sofia DarkSide, a wise mouse mage located in the Eclipse Tower in Moon Cliffs. You will only be able to access her after you have completed the quest "Touching Shadow" and after you defeat her, she will teach you Shadow Magic.
Shadow Magic enhances the spells you cast while the Shadow Magic spell is in effect. It is unstable and difficult to control. Players will need to learn how to best manage Shadow Magic and learn how to harness its very powerful benefits.
There are 3 different Shadow Self spells. You will be awarded one of them, based on your school. The other 2 can be learned by spending Training Points at Sofia DarkSide.
Schools of Magic
Shadow Magic cont'd
Ah but there's so much more...
Shadow Pips
Shadow Magic cannot be cast with regular or power pips, but must be cast with special new Shadow Pips. You will only have a chance of receiving Shadow pips if you have trained Shadow Magic. You will be able to view the effects of a current Shadow Magic spell by placing your mouse over the Shadow Pip on the 2d Combat display.
Backlash
All Shadow Spells run the risk of Backlash Damage. When a player casts a Shadow Damage spell, a Shadow Aura appears. That Shadow Aura will change based on the player's actions. The angrier looking the Shadow Aura, the stronger the Backlash will be once the Shadow Magic spell expires. Damage caused by Backlash ignores all resistances, shields and modifiers!
PvP
Shadow Magic can be used in all PvP, young Wizards, so this should make things very interesting....
This was copied from https://www.wizard101.com
Each new Wizard will choose their Primary School of focus when they create their character. You can learn all the spells in that school for free, either training at your Professor, or through quests.
You will receive one training point every 4 levels till 20. This means you will receive them at level 4, 8, 12, 16 and 20. After level 20, you will receive one training point every 5 levels. You can also receive training points through certain quests. In order to learn higher level spells of a school, you have to first learn the lower level spells.
If you make a mistake, visit Mr Lincoln in Golem Court. He will let you buy your Training Points back with Crowns, and you will lose those spells. You must be at least level 12 to buy back your Training Points. This transaction costs Crowns.
Balance School
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.
Life School
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.
Death School
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.
Ice School
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.
Myth School
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.
Storm School
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.
Fire School
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.
Secondary Schools of Magic
Some schools are only available with Training Points. These schools cannot be trained as your 'Primary School of Focus'. These schools are only available to players level 50 and over and can be found in the world of Celestia.
Sun School
The focus of the Sun School is primarily on enchantments. Enchantments from the Sun School operate in the same manner as all other enchantments in the game. At the basic level they just give boosts to accuracy and damage but at higher levels they will include mutates and larger bonuses. One of the differences between Sun School enchantments and other in-game enchantments is that cards enchanted with Sun School cards disappear after combat is resolved. Sun School cards cannot be used on Rank 0 spells or Rank X spells.
Moon School
The moon school is focused on polymorphing. Polymorph is a new way to play Wizard101 where players can use a spell card to transform the caster into another being and swap out their spell deck! You will not only LOOK like a creature, but you will also gain a whole new set of statistics for accuracy, health, pip chance, and more...allowing you to play different roles when grouping with friends. If a duel contains two Life Wizards on one side, one can cast the Draconian polymorph that will boost their damage. If a duel contains two Storm Wizards, one could cast the Gobbler polymorph to change their abilities to suit the duel and the partners in that duel.
Star School
The star school will be focused around a new type of magic called Auras. Auras are magical energy that surround and protect or strengthen the Wizard. Auras are unique and different from other magic in that they can't be stacked, broken, or dispelled but they will disappear over time. Auras can boost accuracy, damage, resistance, or even convert incoming spells to pips for you.
Shadow Magic
There is another kind of magic in the Spiral, in addition to the seven primary schools and the three Astral schools – it is an underlying, reality-defining and bending magic known as Shadow Magic. Shadow Magic can only be trained by spending Training Points, and cannot be learned as a Primary School of focus.
Shadow Magic is learned from Sofia DarkSide, a wise mouse mage located in the Eclipse Tower in Moon Cliffs. You will only be able to access her after you have completed the quest "Touching Shadow" and after you defeat her, she will teach you Shadow Magic.
Shadow Magic enhances the spells you cast while the Shadow Magic spell is in effect. It is unstable and difficult to control. Players will need to learn how to best manage Shadow Magic and learn how to harness its very powerful benefits.
There are 3 different Shadow Self spells. You will be awarded one of them, based on your school. The other 2 can be learned by spending Training Points at Sofia DarkSide.
Schools of Magic
Shadow Magic cont'd
Ah but there's so much more...
Shadow Pips
Shadow Magic cannot be cast with regular or power pips, but must be cast with special new Shadow Pips. You will only have a chance of receiving Shadow pips if you have trained Shadow Magic. You will be able to view the effects of a current Shadow Magic spell by placing your mouse over the Shadow Pip on the 2d Combat display.
Backlash
All Shadow Spells run the risk of Backlash Damage. When a player casts a Shadow Damage spell, a Shadow Aura appears. That Shadow Aura will change based on the player's actions. The angrier looking the Shadow Aura, the stronger the Backlash will be once the Shadow Magic spell expires. Damage caused by Backlash ignores all resistances, shields and modifiers!
PvP
Shadow Magic can be used in all PvP, young Wizards, so this should make things very interesting....
This was copied from https://www.wizard101.com