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Basic:Spells

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Spells create all of the magic known in The Spiral! This page goes through the basics of Spells in Wizard101.

Spell Cards

Spell Cards are responsible for all of the magic your Wizard uses in Duels with creatures and other players.

An example spell card (Dark Sprite) is shown to the right. Below is a description of the various parts of a spell card:

  • The upside-down triangle in the upper left corner is the Rank.
  • You must have at least this many Pips and at least this much Mana to cast the spell - for the Dark Sprite, this number is 1.
  • Some spells have 'X' instead of a number, which means the card will use all your pips to cast the spell (unless stated in the card's description). For X-pip spells, more pips make a more powerful spell.
  • Some spells have another number next to the triangle; these spells also cost Shadow Pips (see below). The mana requirement for these spells is Normal Pip Cost × (1 + Shadow Pip Cost).
  • The circle in the upper right is the symbol representing the School of Magic of the card.
For the Dark Sprite, this symbol is from the School of Death
  • The circle in the lower left is the Accuracy - it is always a percentage (%).
For the Dark Sprite, 85% means that 85 out of 100 times the spell will cast normally, and the rest of the time it will Fizzle, or fail.
For the Dark Sprite, the symbol is Damage, meaning it will inflict Death Damage on the opponent.
  • Finally, the description at the bottom summarizes the card's effect; the Dark Sprite does 65-105 Death Damage.
(Spell) Dark Sprite.png

Pips, Power Pips, and Shadow Pips

(Icon) Pip.png Pips

In order to cast spells you need Mana and Pips. Every round in combat, you will get a Pip, which appears as a white dot around your character. Each Pip counts as 1 point of available power to cast spells. So after 5 rounds, having 5 pips would allow you to cast a Rank 5 Spell (as long as you had at least 5 Mana).

(Icon) Power Pip.png Power Pips

Starting with level 10, you have a chance every round of getting a Power Pip instead of a Pip (see Level Chart). Power Pips are golden instead of white and count as two points, but ONLY for spells of your wizard's School. Power Pips allow you to cast powerful spells of your own School more quickly. Power Pips count as normal Pips for spells from other School. Some Wands give you an extra Pip or Power Pip at the start of a Battle, and many items give you an increased chance of Power Pips each round. Many high level wizards have at or near a 100% chance of getting Power Pips.
Special School Mastery Amulets permit you to use Power Pips as 2 pips for spells outside of your Primary School.

(Icon) Shadow Pip.png Shadow Pips

Once Wizards complete the quest Shadow Dancer in Khrysalis or Walpurgisnacht in Darkmoor and receive their first Shadow Spell, they will be able to obtain Shadow Pips in duels. Shadow Pips have their own little section that they appear in, so they do not take up space where regular Pips and Power Pips appear. At first, Wizards will only be able to receive up to one Shadow Pip at a time. Once they finish the quest Higher Learning, Wizards will be able to receive up to a maximum of 2 Shadow Pips. Shadow Pips are used to cast Shadow School spells, and Shadow Enhanced regular school spells. Some items will give Wizards an increased chance of receiving Shadow Pips.

Casting Spell Cards

(Icon) Deck.png Spell Deck

In order to use spell cards in Duels, they must first be placed in your Deck (press 'P' to access your Spell Deck screen).

  • Make sure your deck is equipped! Otherwise, you can't put spells in it.
  • When you are in your deck, you will see a left area and a right area.
  • The right area has your collection of all the spell cards you can use.
  • The left area is your active deck, which has the spells you currently have "equipped". Normal Spell Cards are the upper left, and Item Cards (see below) are on the lower left.
  • Clicking the (Icon) Treasure Card.png tab will show your Treasure Cards. When you toggle your deck this way, the right area will show your collection of Treasure Cards and the left area will show Treasure Cards you have in your Deck.
(Icon) Deck.png Adding Cards to the Deck
  • Clicking on cards in your Collection will move them to your deck, allowing you to use them in Duels.
  • Clicking on cards in your Deck will move them back to your Collection.
(Icon) Wand.png Casting Spells
  • In a Duel, a hand of cards drawn from your deck will appear in the middle of the screen at the beginning of each round. By moving your mouse cursor over the spells, you can learn more about them in combat. But beware, the timer is counting down!
  • Cards that appear in color can be cast, while cards that are greyed out cannot be cast yet, you don't have enough Pips.
  • To cast a spell, simply click on it, and click on who you want to cast it on (attack all spells will automatically activate against all your enemies).
  • If you successfully cast a Normal Spell or Item Card, it is removed from your deck for the duration of the current Duel, unless it is reshuffled.
    • Note that some Spells cannot be reshuffled, including the Reshuffle Spell itself. This is denoted by a "x1" symbol on the right hand side of the Spell card.
  • If you fizzle the spell, the spell is shuffled back into your deck for later use (including Treasure Cards).
(Icon) Wand.png Casting Treasure Cards
  • Treasure Cards Treasure Cards are not automatically drawn from your deck.
  • You draw a Treasure Card by pressing the "DRAW" button, but you must have less than 7 Spell Cards in your hand.
    • If you have 7 cards, you can Discard a Spell Card (remove it from your deck for this Duels) by Right-Clicking it.
    • You cannot discard a Treasure Card the turn you draw it. Discarding a Treasure Card does not destroy it; you can use it in future Duels.
  • If you successfully cast a Treasure Card, it is gone forever.
  • If you fizzle the spell, the spell is shuffled back into your deck for later use (including Treasure Cards).

Types of Cards

Normal Spells
  • Normal Spell Cards are ones you learn (train) from Spell Trainers like your Professors and certain NPCs around the Spiral. These are the color of the Schools of Magic they come from (Green for Life, Red for Fire, etc.).
(Spell) Fire Cat.png
Item Cards
  • Item Cards are Spell Cards that you get from having certain Equipment on your wizard. Wands and Amulets provide Item Cards for casting spells, as can Clothing and Pets. All Item Cards are bluish-purple in color and automatically go into your deck when the Item they come from is equipped.
(Item Card) Ice Shard.png
Treasure Cards
  • Treasure Cards are golden yellow cards that are single-use spell cards. That means that if you use them in battle they are gone forever, but if the card fizzles, it will go back into your deck. Generally Treasure Cards are more powerful versions of normal spells, or special spells that you can't normally learn, like Krokotillian.
(Treasure Card) Krokotillian.png
Given Spells
  • Given Spells are bluish green Spells that are given during certain fights in PvE. Sometimes these are put in a player's hand in order to help them win the battle, but sometimes they are used to force a player to cast detrimental Spells that cannot be discarded, such as Cursed Stun.
(Spell) Monumental.png

Learning New Spells (Training)

Spells at Level 1

After the Tutorial, every Wizard starts the game with:

1) the Level 1 Spell of their School
2) a wand which gives a copy of every rank 1 school spell as well as a spell called [Heartbeat].


Training Spells
As your level increases, you will be summoned to your School by your Professor many times in order to learn new spells.

  • Some of these spells you can train right away from your Professor because of the level you have reached. These spells can be learned by students in other schools if they spend Training Points.
  • Other spells will require you to complete Quests for your Professor. These spells cannot be learned by Wizards in other Schools.
  • Some Storyline Quests in the game automatically grant you new spells for completing major milestones.
  • New spells will be automatically added to your Deck as long as there is room.


Training Points
As you go up in Level and when you complete certain quests you earn Training Points.

  • Training Points can be used to learn spells from other Schools. In order to learn higher level spells from other Schools by training, you must first learn the lower level spells, though not all trainers have this requirement.
  • If the spell you train is of your school, it will not cost a training point to train.
  • New spells will be automatically added to your Deck as long as there is room.