Wizard101 Lore Spells and Untrainable Spells - Final Bastion (2024)

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July 9, 2022  March 13, 2024

Guest Writers

Aside from standard spells available from quests and trainers, Wizard101 contains dozens of spells permanently learnable through other means, such as drops, packs, crafting, and spellements. Some provide incredibly useful effects and can be game-changers to a wizard’s deck, whilst others can be little more than fun gimmicks or niche collector’s items. Here is a list of these spells, as well as their acquisition methods and a brief assessment of their utility.


Balance Spells

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Dyvim’s Resurgence

Effect: 375 balance damage, applies 2 -30% heal traps to target

Source: Burrower’s Rebellion Pack (spellements)

PvE Assessment: I see no practical use for this spell in pve. Healing mobs or bosses are typically a problem because of AOE heals. Heal debuff traps are the worst way to counter those. Not likely to see use in PvE

PvP Assessment: Balance is one of the schools that really give Life a run for their money in PvP. I am doubtful this spell will be used to mitigate that given the current counters. Additionally, heal debuff traps are terrible against Heal Over Times, the primary way to heal in pvp right now. Life and Fire counter traps easily so this is a bit odd. This spell wouldn’t even counter the fire spell further down the page. Infections work better along with Triton or Gearhead Destroyer. Bad addition to Balance, I expect this spell to see no use in PvP.

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Loremaster

Effect: 235-315 balance damage, -15% damage to target’s next outgoing damage spell, -25% accuracy to target’s next cast

Source: Drop from Loremagus (spellements), Raid Bosses (spellements), Keeper’s Spellemental Pack, Deluxe Spellemental Pack, crafting (vendor: Grady)

PvE Assessment: In solo PvE, Loremaster’s effects can be very useful against bosses which use weaknesses and tower shields. In battles from Avalon onward, the fight can be decided entirely by a weakness or a shield at the wrong time. Since this works both ways, Loremaster’s utilities might occasionally clinch very close and difficult fights. Ultimately, this spell is only somewhat worth its acquisition price.

PvP Assessment: Since its nerf, Loremaster has seen rather sparse usage in PvP. Although its utility currently underwhelms, its spellement paths could potentially revive it, once they become obtainable.

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Ninja Piglets

Effect (base level): 420-510 balance damage

Source: Drop from Baron von Bracken (spellements), Raid Bosses (spellements), Scroll of Fortune (spellements), Deluxe Spellemental Pack, and Wysteria Lore Pack (spellements), crafting (complete spell, vendor: Grady)

PvE Assessment: Ninja piglets is a useful luxury spell with excellent damage per pip (DPP) compared to other balance spells. As for its usage, the spell makes an effective finishing attack against bosses after an initial AoE hit. However, it is by no means a “game-changer” in the way that Loremaster is, so it is hardly worth going too far out of one’s way for, especially given the high cost in Amber to craft the spell (25)!

PvP Assessment: Similarly to PvE, this spell makes for decent damage, but has little else to offer. Other spells would be a better use of time and effort.

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Samoorai

Effect (base level): 460-540 balance damage

Source: Drop from Takanobu the Masterless (spellements), Raid Bosses (spellements), Spellemental Ninja’s Lore Pack (spellements), Deluxe Spellemental Pack, Crafting (vendor: Master Yan Kan Kook)

PvE Assessment: At the base level, this spell’s DPP is equivalent to Judgment’s, but it’s not nearly as versatile. Because it is so constrained, there is little reason to use the base Samoorai. However, Samoorai becomes formidable once upgraded. These spellements drop in decent quantities from the upgraded Takanobu the Masterless, who is still relatively easy to farm and rewarding for many schools. As such, farming to upgrade Samoorai is now feasible and desirable.

PvP Assessment: By and large the same as PvE.

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Savage Paw

Effect (base level): 500 balance damage and +25% to user’s next outgoing damage spell

Source: Spellemental Shaman’s Lore Pack, drop from Ixcax Cursedwing (spellements), Deluxe Spellemental Pack,crafting (vendor: Grady, complete spell)

PvE Assessment: Savage Paw is an incredible combination of high DPP and the utility of a blade. Because of its superior damage and utility, Savage Paw is a high-value spell and is much more likely to turn the tide of battle than Loremaster. Since it’s much more useful and impactful, sorcerers should focus on getting ahold of this spell as soon as possible!

PvP Assessment: While not a necessity by any means, Savage Paw’s blade and hit effect in a single turn has a place in some strategies. Depending on one’s playstyle, Savage Paw can be a valuable tool that is well worth consideration.

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Spiritual Tribunal

Effect (base level): 425 life, myth, or death damage

Source: Drop from Drowned Dan (spellements), Celestian Spellemental Pack, Deluxe Spellemental Pack, Scroll of Fortune (spellements)

PvE Assessment: Without a balance prism, sorcerers often have serious trouble getting past balance school bosses. Even worse, there isn’t a great way around this until all the way at Polaris with Nested Fury! Because Spiritual Tribunal does wonders to mitigate this, it is a tremendous asset to any sorcerer’s arsenal. While farming Drowned Dan and Loremaster is arduous, Scroll of Fortune rewards can ease the burden and make it possible to learn Spiritual Tribunal reasonably quickly. Overall, this spell is one of the most important spells for a sorcerer to go after.

PvP Assessment: This spell has little value in PvP. Any unique strengths it offers would require an inefficient playstyle to capitalize on.

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Steal Pip

Effect: Steal 1 pip from target. If the target has 0 pips, the user will still gain 1 pip.

Source: Deluxe Spellemental Pack

PvE Assessment: There are far better 0-pip spells to spend a turn casting in PvE, such as blades, traps, or auras. Against fragile mobs, there is some niche utility for those who might want to cast higher-pip AoE spells more quickly. Generally speaking, however, Steal Pip is a collector’s item that acts as proof of purchase for the Deluxe Spellemental Pack.

PvP Assessment: Mana Burn exists and is generally a better spell. However, Steal Pip may work as something of an effective taunt (with a lowercase T).

Death Spells

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Deer Knight

Effect (base spell): 300 death damage to all enemies + 270 death damage over 3 rounds to all enemies

Source: Spellemental Knight’s Lore Pack, drop from Lambent Fire (spellements), Deluxe Spellemental Pack, crafting (vendor: Grady) (complete spell)

PvE Assessment: With death’s distinct lack of AoE until level 48, Deer Knight is useful for necromancers to obtain early. However, Deer Knight is significantly more difficult to get than Ratatoskr’s Spin. This makes it less reasonable to obtain before Scarecrow, and thus less impactful. Still, Deer Knight can provide incredible mob-clearing utility and has decent damage value in boss battles. Even as late as it becomes craftable, this spell is still perfectly worth obtaining, especially since it packs a bigger punch than Ship of Fools.

PvP Assessment: While comparable to ice’s Reindeer Knight, Necromancers tend to have better options available. For example, Ship of Fools or Scarecrow offer greater value as AoEs because of the extra drain, and Poison is vastly superior for shield-clearing.

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Headless Horseman

Effect: 530-590 death damage

Source: Drop from Loremaster, drop from Bunferatu (spellements), Gloomthorn Nightmare Pack

PvE Assessment: With higher damage than Kraken for the same cost, Headless Horseman is excellent for mowing down bosses effortlessly. When available from the Loremaster, it is almost trivial to acquire, and there’s no reason for any necromancer not to do so.

PvP Assessment: While flat, one-dimensional hits tend to be underwhelming in PvP, Headless Horseman is the exception. This is because, simply put, its damage is completely absurd for a four-pip death spell. As such, Headless Horseman is the crown jewel of any Necromancer’s PvP deck.

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Kiiii-Yaaaa!

Effect: 300 death damage to target and 35% universal blade to self

Source: Burrower’s Rebellion Pack (spellements)

PvE Assessment: I see no practical use for this spell in pve when death wizards already have many blade spells at their disposal. Not likely to see use.

PvP Assessment: The only perk of this spell is the universal blade. However the damage doesn’t feel that great in comparison to other lore spells like Headless for 1 pip more, 155 damage, and a second 35% DEbuff. There are better blade spells out there for Death to use. Bad addition to Death, not likely to see use in PvP.

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Lord of Night

Effect (base spell): 440 death damage to target, heals the user for 50% of damage dealt, and -35% to the next incoming healing spell on target

Source: Spellemental Shaman’s Lore Pack, drop from Ixcax Cursedwing (spellements), Deluxe Spellemental Pack, Crafting (vendor: Grady) (complete spell)

PvE Assessment: Lord of Night’s damage is severely lackluster, and its utility will have a very minor effect on the off chance it triggers in a PvE battle at all. Even disregarding the acquisition difficulties, it hardly seems worth it to use in PvE.

PvP Assessment: Thanks to other options for applying infections available to Necromancers, Lord of Night’s utility has very little use and does not redeem its low DPP. Additionally, since the effect is applied as a trap, heal over time spells tend to counter it. Lastly, Lord of Night is not worth using due to spells such as Contagion, Oni’s Morbidity, and upgraded variants of Vampire and Skeletal Pirate. Since these spells have potent effects that punish healing quite harshly, spells like Lord of Night that disincentivize healing go against this synergy.

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Ship of Fools

Effect: 300 death damage to all enemies, heals the user for 50% of damage dealt

Source: Drop from Drowned Dan (spellements), Celestian Spellemental Pack, Deluxe Spellemental Pack, Scroll of Fortune (spellements)

PvE Assessment: In a similar vein to Deer Knight, Ship of Fools is more impactful the earlier one learns it, though it is useful at every stage. However, spellements from the Celestian Spellemental Pack tend to drop in greater numbers other spellements on the Scroll of Fortune. With luck, the Scroll of Fortune can greatly reduce the effort required to farm this spell from the Loremaster and Drowned Dan. On this subject:

  • The spring Scroll of Fortune (the free version) offers 15 Celestian spellements far-in.
  • For each character who reaches this reward, players will receive an average of 3-4 of each spellement type.
  • Obtaining specifically even a single Ship of Fools spellement from the Loremaster can take hours.
  • As such, a bit of luck with the Scroll of Fortune can save a wizard many hours of tedious grinding!

PvP Assessment: While AoE drains such as Ship Of Fools are practically essential in team PvP, this spell has little use except against minions in 1v1 matches.

Fire Spells

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Brimstone Revenant

Effect (base level): 470 fire damage and 25% damage to next incoming fire spell on target

Source: Spellemental Keeper’s Lore Pack, drop from High Loremagus (spellements), Deluxe Spellemental Pack, crafting (vendor: Master Yan Kan Kook) (complete spell)

PvE Assessment: Similarly to Savage Paw, the combination of high damage and further setup potential means Brimstone Revenant is useful to any pyromancer. It is particularly effective against high-health bosses which dominate the second arc and are often difficult to knock out in a single clean hit.

PvP Assessment: Brimstone Revenant works well for breaking shields and transitioning into the start of a trap-stack. For those who rely on traps, this spell is very much worth consideration.

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Burning Rampage

Effect: 70 fire damage, places a DoT on target that deals 780 fire damage 5 rounds later

Source: Drop from Lambent Fire (spellements), drop from Knight’s Spellemental Pack (spellements)

PvE Assessment: While the spell’s delayed double hit can potentially be useful to clear a shield without sacrificing blades, three rounds is a long time to wait for that extra damage to kick in. Even worse, pyromancers are fragile and could be knocked out while waiting for the damage to trigger. This doesn’t mean the spell is useless; for PvE players, however, it’s rather difficult to justify possibly spending dozens of stone skeleton keys on Burning Rampage.

PvP Assessment: While this spell has potential in theory, Shift and Triage hard-counter it. Unfortunately for Burning Rampage, both are ubiquitous in PvP. Furthermore, the target has a significant three-round window in which they can use either, making it more of a detriment than a benefit in many cases.

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Hephaestus

Effect (base level): 340-420 fire damage and +25% to all outgoing fire damage spells

Source: Spellemental Immortal’s Lore Pack, drop from Lady Stonegaze (spellements), Deluxe Spellemental Pack, crafting (vendor: Grady, complete spell)

PvE Assessment: Hephaestus is an amazing spell, and almost a superior version of spells such as Savage Paw and Brimstone Revenant. Not only does it provide the damage + global spell which is ubiquitous to every other school but balance, but it also does far more damage than those typically do. Learning Hephaestus makes a pyromancer much stronger at any stage of the game, and its steep crafting cost is well worth it. For those with storm and myth characters, it might be preferable to farm Lady Stonegaze.

PvP Assessment: With the commonality of shields and bubbles in PvP, Hephaestus is practically essential for Pyromancers. As such, it merits the highest priority from any Pyromancer who plays PvP.

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Krampus

Effect (base level): 420-460 fire damage and -45% accuracy to target’s next cast attempt

Source: Drop from Krampus (spellements), Yuletide Mornings Pack and seasonal crafting (vendor: Master Yan Kan Kook) + Gingerbread Pack + Winter Wonder Pack + Winterland Pack + Yule Logger Pack + Yuletide Pack (complete spell)

PvE Assessment: Like many other lore spells, Krampus works as a good shield clearer and debuffer. However, Krampus’s accuracy debuff is harsher than similar spells. Furthermore, Krampus spellements are fairly easy to obtain in-season, so it’s not too hard to upgrade. Upgrading Krampus can give it a whopping 55% accuracy debuff, which almost guarantees an attack will fizzle!

PvP Assessment: While Krampus can occasionally cause a fizzle, its emphasis on random factors does not fit in with many other fire PvP strategies. As such, there is little reason to include it in a PvP arsenal.

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Nautilus Unleashed

Effect (base level): Steal 1 positive charm from target and 415-505 fire damage

Source: Drop from Drowned Dan (spellements), Celestian Spellemental Pack, Deluxe Spellemental Pack, Scroll of Fortune (spellements)

PvE Assessment: In PvE, this spell isn’t very valuable due to its low DPP, which rarely justifies this utility. Even if it does deprive an enemy of a blade a pyromancer with five pips might instead:

  • Inflict approximately 32% more damage with an un-upgraded Phoenix
  • Do higher damage and apply a fire trap with Brimstone Revenant
  • Deal almost the same damage and apply a fire bubble with Hephaestus

Since Nautilus Unleashed is so underwhelming compared to better options, there’s generally no good reason to use it in PvE.

PvP Assessment: Nautilus Unleashed offers some situational defensive utility when it is vital to strip a blade from the enemy. However, in most situations, Pyromancers would be better-served casting more potent spells.

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Whitehart Fire

Effect (base level): 370 Fire damage to target and 645 health over time (protected)

Source: Burrower’s Rebellion Pack (spellements)

PvE Assessment: I don’t expect this spell to see much use in pve aside from players wanting to see the new animations. High dpp schools are not known for healing and less so healing themselves. Not likely to see use.

PvP Assessment: Since Rhoshambo was introduced to to Advanced Combat, and more importantly PvP, Fire wizards have been lacking the proper tools to synergize with life spells. This spell is the Goat Monk of Fire and fills an important gap. Unlike Beary Surprise, this spell is 5 rounds which gives fire a better chance to pull off a HOT gambit. Great addition to fire’s arsenal.

Ice Spells

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Angry Snowpig

Effect (base level): 265-325 ice damage and steal 1 positive ward from target

Source: Drop from Baron von Bracken (spellements), Scroll of Fortune (spellements), and Wysteria Lore Pack (spellements), Deluxe Spellemental Pack, crafting (vendor: Grady) (complete spell)

PvE Assessment: With such low damage and a utility that triggers after the hit, it’s difficult to justify putting effort toward obtaining this spell. Even when it is useful, Frostbite or even Shatter treasure cards can do the job better. Considering it requires 25 Amber to craft, this spell is incredibly underwhelming. Adding insult to injury, Thieving Dragon is trainable at level 42 and steals the ward before dealing damage at the same pip cost.

PvP Assessment: Thieving Dragon still exists.

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Celestial Intervention

Effect (base level): Sacrifice up to 3 wards from self to heal 230 health per ward

Source: Drop from Drowned Dan (spellements), Celestian Spellemental Pack, Deluxe Spellemental Pack, Scroll of Fortune (spellements)

PvE Assessment: On paper, this spell isn’t terrible. One Elemental Shield treasure card followed by a cast of this spell provides 690 healing, which is much greater than Pixie’s 400. However, healing which requires a turn of set-up is certainly not ideal. Additionally, since those shields won’t be used, a thaumaturge may find it more effective to use Tower Shield one turn and cast Pixie the next. That shield and a pixie could end up preventing far more damage than Celestial Intervention would heal. Furthermore, that Celestial Intervention can miss is the nail in the coffin for any PvE utility it might have had.

PvP Assessment: Despite its potential to leverage the effects of ice roshambo spells, Thaumaturges make little use of healing. This is because they are naturally durable, with high health pools to restore, while their gear hardly gives any healing boosts. As such, Celestial Intervention has little use here either.

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Deermouse Trap

Effect (base level): 410 ice damage to target and +40% universal trap to target

Source: Burrower’s Rebellion Pack (spellements)

PvE Assessment: I don’t expect this spell to see much use in pve aside from players wanting to see the new animations. The trap is a worthy buff but likely doesn’t have anything on alpha striking.

PvP Assessment: Deermouse Trap provides a strong buff and a good way for ice to buff instead of blading for ice vs ice or ice vs death match ups. The trap is universal which makes it a great tool for players who are dual schooling with ice as their primary or secondary school. A worthy addition to Ice’s spellbook.

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Handsome Fomori

Effect (base level): 440-540 ice damage and -25% accuracy to target’s next cast attempt

Source: Spellemental Knight’s Lore Pack, drop from Lambent Fire (spellements), Deluxe Spellemental Pack, crafting (vendor: Grady) (complete spell)

PvE Assessment: Handsome Fomori’s much higher DPP than most ice spells already makes it a wondrous tool for a thaumaturge to have. The accuracy debuff is modest enough to be somewhat negligible, but is merely the icing on the cake. Even with no debuff, Handsome Fomori would be an excellent spell that is absolutely worth the effort it takes to obtain.

PvP Assessment: Since enemy wizards don’t have 22,000 health, Handsome Fomori’s damage is less valuable in PvP. Additionally, its mantle is downright insignificant, and it is hardly worth using at all.

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Reindeer Knight

Effect (base level): 295 ice damage to all enemies + 265 ice damage over 3 rounds to all enemies

Source: Seasonal drop from Loremaster (spellements) + Yule Logger Pack Yuletide Mornings Pack (spellements), seasonal drop from Loremaster + Gingerbread Pack + Winter Wonder Pack (complete spell)

PvE Assessment: While ice has plenty of AoE spells, this one has much better DPP – especially when upgraded. Because Reindeer Knight has seasonal spellement drops like Krampus, it is rather easy to upgrade. With damage exceeding Blizzard’s on even its initial hit and Frost Giant’s damage overall, Reindeer Knight is the best ice AoE spell in the game before Snowball Barrage.

PvP Assessment: With total damage approaching that of Frostbite, only in an AoE, this spell can clear minions effectively while applying a DoT in one fell swoop. As such, it is definitely a worthy tool for Thaumaturges.

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Winter Moon

Effect (base spell): 555 ice damage and stun target for 1 round

Source: Spellemental Shaman’s Lore Pack, drop from Ixcax Cursedwing (spellements), Deluxe Spellemental Pack, crafting (vendor: Grady) (complete spell)

PvE Assessment: Given that the majority of bosses are stun-immune, Winter Moon was rather clearly intended as a PvP spell, and there is little justification to use it outside that arena (pun intended).

PvP Assessment: Following the principle of mutually assured destruction, Thaumaturges carry Winter Moon so that everyone else can carry Stun Block. However, on the off chance there is an opportunity to use it, a hit and stun combo can quite easily secure a win.

Life Spells

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Burrowing Bane

Effect (base spell): 720 life damage over 5 rounds

Source: Burrower’s Rebellion Pack (spellements)

PvE Assessment: Who is using dots in PvE….

PvP Assessment: I really love this spell for life because it’s a low pip dot focused on dealing damage, and it’s not trying to do multiple things like Hunting Wyrm or Wings of Fate. My only critique here would be that its five rounds. I think life dots should naturally be 4 rounds as a part of their identity. This way they aren’t getting as much leverage on shields as Fire or Myth. But also, they have weaker DPP and extending the dot makes it a bit harder to leverage that damage. I look forward to some funky hit and detonate plays with this spell. Solid addition to Life, I will be using it in PvP.

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Camp Bandit

Effect (base spell): 295 life damage and convert one negative ward on self into life trap on target

Source: Scroll of Fortune, Ravenwood Rangers Lore Pack, drop from Spirit of Ignorance (spellements), Deluxe Spellemental Pack

PvE Assessment: Not exactly underwhelming or overwhelming, Camp Bandit is a decent spell to turn the tide of battle. It is especially useful against enemies which use Feint, and can be a lifesaver in such cases. For Theurgists who find themselves overwhelmed by late-game bosses, learning Camp Bandit can be a worthy pursuit.

PvP Assessment: While Camp Bandit has an interesting mechanic that can catch opponents off-guard, its high cost and low damage hold the spell back. Shifting a single trap is simply not worth two pips.

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Goat Monk

Effect (base spell): 515-555 life damage

Source: Spellemental Ninja’s Lore Pack, drop from Takanobu the Masterless (spellements), Deluxe Spellemental Pack, crafting (vendor: Master Yan Kan Kook), drop from Zaneki (complete spell)

PvE Assessment: Goat Monk’s 96 DPP is only slightly more than base Seraph’s 91.25 and base Centaur’s 92.5, which are free to acquire. Since in practice, this will hardly ever matter in PvE, and the base spell has no other utility, it isn’t worth exerting effort to learn. However, the healing utility that comes with even a single upgrade makes this spell incredibly valuable. As such, for players willing to generously throw gold keys at Takanobu the Masterless, upgrading Goat Monk is well worth it.

PvP Assessment: As a simple, underwhelming hit, Goat Monk offers very little in PvP at the base level. Although Theurgists specialize in healing, not even an upgrade could make Goat Monk worth using, because Hunting Wyrm remains undoubtedly superior.

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Luminous Weaver

Effect (base spell): 370 life damage and -25% to target’s next outgoing damage spell

Source: Spellemental Keeper’s Lore Pack, drop from High Loremagus (spellements), Deluxe Spellemental Pack, crafting (vendor: Master Yan Kan Kook) (complete spell)

PvE Assessment: With 92.5 DPP, Luminous Weaver’s damage is equivalent to the average base Seraph’s while also applying a weakness. This gives the spell incredible value and makes it quite useful against hard-hitting bosses.

PvP Assessment: Luminous Weaver is practically essential for PvP as a Theurgist. Since life is a defensive school by nature, Luminous Weaver’s debuff synergizes perfectly while also offering fantastic DPP.

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Pigsie

Effect (base spell): 750 health to all allies

Source: Drop from Baron von Bracken (spellements), Scroll of Fortune, and Wysteria Lore Pack (spellements), Deluxe Spellemental Pack, crafting (vendor: Grady, complete spell)

PvE Assessment: Seeing as Unicorn has 155 healing per pip (HPP) and Pigsie merely has 137.5, Pigsie may not seem worthwhile. However, when power pips become the norm in the second arc and early third arc, theurgists will often find themselves using 2 power pips no matter what. This makes the cost of both two power pips, and thus, Pigsie becomes superior. Additionally, since other schools cannot learn unicorn, Pigsie is valuable for non-theurgists who use life mastery amulets. Furthermore, with spellements being obtainable from the Loremaster, unlocking Pigsie could be much easier for those blessed by the Scroll of Fortune.

PvP Assessment: Pigsie is a quintessential healing spell for anyone with a life mastery amulet in team PvP, but is inferior to most other options like 1v1 matches.

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Ratatoskr’s Spin

Effect (base spell): 310-340 life damage to all enemies

Source: Grizzleheim Lore Pack, Scroll of Fortune, drop from King Borr (spellements), Deluxe Spellemental Pack, crafting (vendor: Grady, complete spell)

PvE Assessment: Ratatoskr’s Spin is an absolutely incredible AoE that will accelerate any theurgist’s progression to a comparatively breakneck pace. By far the most useful of this handful of life spells, Ratatoskr’s Spin is a must-have. Obtaining this tremendously powerful spell with the same DPP as Meteor Strike of all things makes it worth every last skeleton key thrown down King Borr’s bottomless gullet that it takes.

PvP Assessment: There is no reason to use this spell in 1v1 matches, but it may offer some much-needed offensive power in team PvP.

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Sacred Charge

Effect: 525 life damage and 250 absorb to self (No PvP)

Source: Drop from Lambent Fire (spellements), drop from Knight’s Spellemental Pack (spellements)

PvE Assessment: With 100 DPP and an absorb to boot, Sacred Charge is undoubtedly an excellent spell in PvE. However, Sacred Charge may very well be the most difficult of these spells to obtain. It drops from one of the more grueling gold key bosses that happens to be within Darkmoor’s Graveyard. As a result, players cannot create team-ups specifically for Aphrodite II. Finding a coordinated team to take this beast down even once is difficult. Without a skilled group dedicated specifically to farming Aphrodite II, this spell can be an absolute nightmare to acquire and cannot be called worthwhile.

PvP Assessment: In PvP, Hungry Caterpillar is almost always a preferable alternative to this spell. As such, there is no reason for PvP enthusiasts to go to the effort required to obtain Sacred Charge.

Myth Spells

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Athena Battle Sight

Effect (base spell): -35% to next incoming damage spell to user and 520 myth damage to target

Source: Drop from Lady Stonegaze (spellements), Spellemental Immortal’s Lore Pack (spellements), Deluxe Spellemental Pack, Crafting (vendor: Grady, complete spell)

PvE Assessment: Similarly to Queen Calypso, Athena Battle Sight is an incredible single-target attack or minion-clearer, albeit with a more defensive spin. Considering the fragility of conjurers, a 35% shield can make all the difference between victory and defeat. For a school that doesn’t exactly soak up hits well, this spell absolutely merits the effort required to obtain it.

PvP Assessment: An extra shield and high damage are quite valuable for Conjurers in PvP. However, there are plenty of suitable alternatives to Athena Battle Sight for those who do not wish to work toward learning it.

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Grendel’s Amends

Effect (base spell): 745 healing to target

Source: Grizzleheim Lore Pack, Scroll of Fortune, drop from King Borr (spellements), Deluxe Spellemental Pack, crafting (vendor: Grady, complete spell)

PvE Assessment: A myth wizard with Grendel’s Amends may as well spend an extra pip for almost double the healing as Pixie (assuming power pips are the norm). Additionally, with the changes to critical mechanics, a critical Grendel’s Amends from a conjurer will likely cause a larger healing boost than a critical Pixie would due to gear bonuses. As such, Grendel’s Amends is an absolutely phenomenal healing spell.

PvP Assessment: While this spell is a handy heal, myth specializes in summoning minions. Since multiple minions have this spell, PvP players would be better-served letting the minions cast it instead.

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Hero of Khrysalis

Effect (base spell): 880 myth damage after 5 rounds

Source: Burrower’s Rebellion Pack (spellements)

PvE Assessment: Better than a dot, but not by much…

PvP Assessment: Following the push to dots and deferred hits for myth a gap really opened up in our arsenal. This spell aims to fill that by giving Myth wizards a reliable low pip myth bomb. It will be a lot of fun to leverage this spell with Troll + Detonate and Cyclops + DOT traps. Great addition to Myth, I will be using it in PvP.

Wizard101 Lore Spells and Untrainable Spells - Final Bastion (42)

Keeper of the Flame

Effect (base spell): 400 myth damage and +35% to next incoming spell on target

Source: Spellemental Keeper’s Lore Pack, drop from High Loremagus (spellements), Deluxe Spellemental Pack,crafting (vendor: Master Yan Kan Kook) (complete spell)

PvE Assessment: Keeper of the Flame is basically a Myth-school Brimstone Revenant in terms of both usage and acquisition. However, a key difference is in the schools’ playstyle: Brimstone Revenant may lose some utility due to fire’s abundance of DoT spells, whilst myth spells are usually burst hits. Thus, conjurers using Keeper of the Flame won’t have to be as picky when choosing how to follow it up.

PvP Assessment: As a decent hit that applies a trap, Keeper of the Flame has a niche in many common strategies. For Conjurers willing to expend the effort, it is certainly worth consideration.

Wizard101 Lore Spells and Untrainable Spells - Final Bastion (43)

Ninja Pigs

Effect (base spell): 685 myth damage

Source: Spellemental Ninja’s Lore Pack, drop from Takanobu the Masterless (spellements), Deluxe Spellemental Pack,crafting (vendor: Master Yan Kan Kook)

PvE Assessment: With absolutely remarkable DPP for a myth spell, and an easily-farmable boss in Mooshu that drops it, Ninja Pigs is absolutely worth getting ahold of.

PvP Assessment: While not as essential as Headless Horseman is for Necromancers, Ninja Pigs offers incredible burst damage. Since it is such an easily-obtainable spell, every Conjurer should have it at the ready for PvP.

Wizard101 Lore Spells and Untrainable Spells - Final Bastion (44)

Splashsquatch

Effect (base spell): 425-525 myth damage

Source: Drop from Spirit of Ignorance (spellements), Scroll of Fortune, Ravenwood Rangers Lore Pack (spellements), Deluxe Spellemental Pack

PvE Assessment: In its base form, Splashsquatch lacks a useful utility to set it apart from raw damage spells. It has an average of 115 DPP, which is poor compared to the more-easily obtained Ninja Pigs (128 DPP). Even if Splashsquatch becomes craftable in the future, Ninja Pigs will generally be better. As such, Splashsquatch is only useful should a conjurer upgrade it. While it is not the most difficult lore spell to upgrade, removing a trap is a meager utility. Athena’s ability to apply a shield will tend to be preferable.

PvP Assessment: Similarly to in PvE, Splashsquatch offers nothing that makes it preferable to other myth spells. Even when upgraded, it remains an inferior tool to its competitors.

Storm Spells

Wizard101 Lore Spells and Untrainable Spells - Final Bastion (45)

Beary Surprise

Effect (base level): 320 storm damage to target and 570 heal over 3 rounds to self

Source: Drop from Spirit of Ignorance, Scroll of Fortune, Ravenwood Rangers Lore Pack (spellements), Deluxe Spellemental Pack

PvE Assessment: While Beary Surprise can be entertaining to use, its unreliability rarely makes it useful for PvE. That said, it can be used as a final gambit of sorts in close battles, but it isn’t broadly useful or efficient, and is more of a gimmick than anything. This spell isn’t too difficult to obtain depending on the Scroll of Fortune’s whims, nor is it particularly a game-changer, so some diviners may find it worth getting.

PvP Assessment: Because Diviner gear makes them better at dealing damage than healing, Beary surprise is not worth the risk to cast in PvP. Additionally, such a fragile health pool makes it incredibly risky to rely on random factors when there is no reason to.

Wizard101 Lore Spells and Untrainable Spells - Final Bastion (46)

Catalan

Effect (base level): 650 storm damage and -35% accuracy to target’s next cast attempt

Source: Spellemental Knight’s Lore Pack, drop from Lambent Fire (spellements), Deluxe Spellemental Pack, crafting (vendor: Grady) (complete spell)

PvE Assessment: With slightly superior average DPP to a base level Stormzilla for the same cost, as well as having a small accuracy debuff as the cherry on top, Catalan can certainly be worth its (to other lore spells) comparatively low cost to acquire. However, diviners who would rather max out Stormzilla may prefer to skip getting Catalan altogether for the sake of convenience.

PvP Assessment: Catalan is not very useful in PvP for essentially the same reasons that Handsome Fomori isn’t.

Wizard101 Lore Spells and Untrainable Spells - Final Bastion (47)

Catch of the Day

Effect: 575 storm damage and remove 2 positive charms from target

Source: Drop from Takanobu the Masterless (spellements), drop from Ninja’s Spellemental Pack (spellements)

PvE Assessment: As blade-stacking becomes a greater and greater threat in later worlds, especially to fragile diviners, Catch of the Day becomes increasingly useful. Additionally, wooden skeleton keys seem to be both more abundant and less useful than stone keys. With that in mind, tossing wooden keys at Takanobu is a more than worthy use of them.

PvP Assessment: With its higher damage and double dose of blade deprivation, Catch of the Day is the spell Nautilus Unleashed wishes it could be. Not only is its damage quite solid, but the ability to remove two blades from a target can easily clinch a Diviner’s survival in a PvP match.

Wizard101 Lore Spells and Untrainable Spells - Final Bastion (48)

Hammer of Thor

Effect (base level): Removes one negative charm from self, then 690 storm damage to target

Source: Grizzleheim Lore Pack, Scroll of Fortune, drop from King Borr, Deluxe Spellemental Pack, crafting (vendor: Grady) (complete spell)

PvE Assessment: While cleansing and hitting in the same turn is quite powerful, the damage is so low for a storm spell that it is often better to hit through a Weakness. Assuming said negative charm is a standard -25% Weakness, Hammer of Thor would deal 475 base damage whilst Catalan would deal 525 and still apply a debuff to the target. However, later worlds have an abundance of stronger debuffs such as from Ra and Efreet. Thanks to this and the fairly low cost to get the spell, it may be useful to keep a Hammer of Thor in one’s deck.

PvP: Hammer of Thor is a very niche spell. Although a cleanse is nice, it isn’t enough of a utility to justify the use of such a low-damage spell in PvP.

Wizard101 Lore Spells and Untrainable Spells - Final Bastion (49)

Queen Calypso

Effect (base level): +30% trap to all enemies and 445-505 storm damage

Source: Spellemental Immortal’s Lore Pack, drop from High Loremagus (spellements), Deluxe Spellemental Pack, crafting (vendor: Grady) (complete spell)

PvE Assessment: The combination of decent damage and utility make Queen Calypso an effective opening attack for many boss duels. Additionally, due to the trap being applied first, the damage is always increased by 20% against the target of the spell, meaning the spell is perfect for minion-clearing. Early minion-clearing can be essential for fragile wizards to solo quest, making this spell well-worth acquiring.

PvP Assessment: Because a Diviner’s usual tempo in 1v1 PvP is to use a hit that applies a buff afterward, a spell which does the inverse as Queen Calypso does can disrupt this rhythm – especially given its low DPP and high cost. However, because the trap is AoE, Queen Calypso becomes useful in team PvP.

Wizard101 Lore Spells and Untrainable Spells - Final Bastion (50)

Revolutionary Strike

Effect (base level): 375 storm damage to target and extend HOT by 2 rounds

Source: Burrower’s Rebellion Pack (spellements)

PvE Assessment: Storm wizards don’t heal in PvE. This spell automatically has no place there.

PvP Assessment: This spell is pulling me in multiple directions. On one hand it’s simply better to beary surprise spam instead of extending a hot. On the other hand the utility is probably more useful in a dual school sense than anything else, similar to how Myth has Troll + Detonate 150% when Fire is the primary DOT user. I think the best use of this spell will be on high value 5 round HOTs. The best example of this would be regenerate. Decent utility added to the mix but unsure if it will see use in PvP.

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Wizard101 Lore Spells and Untrainable Spells - Final Bastion (2024)

FAQs

What is the most powerful spell in Wizard101? ›

One opponent Judgement PERIOD is the most effective spell considering damage potential and accuracy. More than one opponent Storm Lord. The strongest spell in the game is definately wild bolt.

How to get permanent spells in Wizard101? ›

Aside from standard spells available from quests and trainers, Wizard101 contains dozens of spells permanently learnable through other means, such as drops, packs, crafting, and spellements.

What packs drop spells? ›

In short, any pack that has "Lore" in the title has a chance of dropping 3 permanent spells. That's all you really need to know. Knight's Lore, Ninja's Lore, Immortal's Lore, Keeper's Lore, Wysterian Lore, etc. Pigsie (Life, heal everyone for about 550).

What does Clover mean in w101? ›

Re: Shamrock or Clover symbol

It means you steal a shield from your enemy.

What is the hardest hitting school in Wizard101? ›

Here is a list of the schools in the order of their strength, along with their average strength.
  • Storm (478)
  • Fire (368)
  • Myth (365)
  • Ice (359)
  • Death (333)
  • Life (323)
  • Balance (292)

What is the longest Wizard101 spell? ›

Call of Khrulhu takes a full minute and twenty seconds to play out against an entire complement of four enemies.

Why do my spells keep fizzling in wizard101? ›

Fizzling is entirely random. I've fizzled three times in a row on Life spells, which should happen (from scratch) about once in 1,000 tries, if the spells hit 90% of the time. Considering that I've had many more than 1,000 groups of three Life spells, a three-peat fizzle isn't unusual.

What is the longest world in wizard101? ›

Khrysalis is infamous for a number of reasons. It is the longest world in the game, and it is only challenged by its predecessor, Azteca.

How many endless spells can I take? ›

Just in case anyone else is wondering: states in the core book 1.4. 1 that you can only have one endless spell per wizard in the army.

What is the fastest way to get spellements in Wizard101? ›

Spellements will be found on bosses at the end of each area in the World, and the bosses have a 100% chance of giving you Spellements, so that's the best way to know if you're in the right place. Bosses will be dropping Spellements from their triad (Elemental or Spiritual), and Balance Spellements drop from all.

What bosses drop spellements in Wizard101? ›

Elemental bosses (fire, ice, storm) drop elemental spellements and spirit bosses (life, death, myth) drop spirit spellements. Additionaly, both drop balance spellements. Balance bosses drop spellements for all schools.

What is the unicorn spell in wizard101? ›

Apart from treasure cards, unicorn is available to life wizards only, and is the reward for the class quest offered at level 7. It heals all group members for 275 health, but at a cost of 3 pips, making it rather inefficient unless at least three players in your group need a heal.

What does the fist mean in wizard101? ›

Oct 01, 2022. Re: Symbols. Any elemental symbol with a fist means additional damage from spells of that elemental school. For example, the spell Deathblade shows a "+ 35% *fist icon* " above you when cast"

Why do people spin in circles in wizard101? ›

If you see someone spinning in place, they've used right/left arrow–alt–shift to set themselves in motion so they can leave the keyboard for a while. The game apparently detects motion so if you can leave your character spinning you're read as playing the game and you don't get knocked off.

What is the most powerful spell in the wizarding world? ›

The most evil spell of them all – the Killing Curse. If you cast this on someone, and really mean it, you can callously and quickly kill them with a jet of green light. It was how Harry's parents were murdered.

What is the most powerful wizard 101 card? ›

The top 25 highest damage spells in Wizard101
  • Glowbug squall - 1120.
  • Tempest - 1120.
  • Celestial calendar - 1120.
  • King artorius (storm) - 1120.
  • Gaze of fate - 1100.
  • Scorching scimitars - 1092.
  • King artorius (myth) - 1070.
  • Witch's house call - 1062.
May 26, 2019

What is the best spell for a wizard? ›

  • 8 Mage Armor.
  • 7 Invisibility.
  • 6 Counterspell.
  • 5 Shield.
  • 4 Hypnotic Pattern.
  • 3 Fireball.
  • 2 Dispel Magic.
  • 1 Wall Of Force.
Aug 5, 2023

What is the highest damage card in Wizard101? ›

Earthquake then tempest. If we are actually talking 'strongest' in terms of damage per pip, then feint is the strongest. If cast with a six pip spell that does 500 damage (say Wraith), it will have a damage/pip of 350+.

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